Merge branch 'active_grenades'

This commit is contained in:
Dmitry 2015-06-11 16:55:16 +03:00
commit 43e37e9818
10 changed files with 353 additions and 285 deletions

View file

@ -399,7 +399,7 @@ enum PickupType
// reload state
enum ReloadState
{
RELOAD_NONE = 0, // no reload state currrently
RELOAD_NONE = 0, // no reload state currently
RELOAD_PRIMARY = 1, // primary weapon reload state
RELOAD_SECONDARY = 2 // secondary weapon reload state
};
@ -975,6 +975,7 @@ private:
void CheckRadioCommands (void);
void CheckReload (void);
void AvoidGrenades (void);
void CheckGrenadeThrow (void);
void CheckBurstMode (float distance);
void CheckSilencer (void);
@ -998,7 +999,7 @@ private:
edict_t *FindNearestButton (const char *className);
edict_t *FindBreakable (void);
int FindCoverWaypoint (float maxDistance);
int FindDefendWaypoint (Vector origin);
int FindDefendWaypoint (const Vector &origin);
int FindGoal (void);
void FilterGoals (const Array <int> &goals, int *result);
void FindItem (void);
@ -1012,7 +1013,7 @@ private:
bool HeadTowardWaypoint (void);
int InFieldOfView (const Vector &dest);
bool IsBombDefusing (Vector bombOrigin);
bool IsBombDefusing (const Vector &bombOrigin);
bool IsBlockedLeft (void);
bool IsBlockedRight (void);
bool IsPointOccupied (int index);
@ -1034,7 +1035,7 @@ private:
bool ReactOnEnemy (void);
void ResetCollideState (void);
void SetConditions (void);
void SetStrafeSpeed (Vector moveDir, float strafeSpeed);
void SetStrafeSpeed (const Vector &moveDir, float strafeSpeed);
void StartGame (void);
void TaskComplete (void);
bool GetBestNextWaypoint (void);
@ -1045,15 +1046,16 @@ private:
byte ThrottledMsec (void);
void GetValidWaypoint (void);
void ChangeWptIndex (int waypointIndex);
bool IsDeadlyDrop (Vector targetOriginPos);
bool IsDeadlyDrop (const Vector &to);
bool OutOfBombTimer (void);
void SelectLeaderEachTeam (int team);
Vector CheckToss (const Vector &start, Vector end);
Vector CheckThrow (const Vector &start, Vector end);
Vector GetAimPosition (void);
Vector CheckBombAudible (void);
const Vector &GetAimPosition (void);
float GetZOffset (float distance);
int CheckGrenades (void);
@ -1069,13 +1071,14 @@ private:
void SelectBestWeapon (void);
void SelectPistol (void);
bool IsFriendInLineOfFire (float distance);
bool IsGroupOfEnemies (Vector location, int numEnemies = 1, int radius = 256);
bool IsGroupOfEnemies (const Vector &location, int numEnemies = 1, int radius = 256);
bool IsShootableThruObstacle (const Vector &dest);
bool IsShootableThruObstacleEx (const Vector &dest);
int GetNearbyEnemiesNearPosition (Vector origin, int radius);
int GetNearbyFriendsNearPosition (Vector origin, int radius);
int GetNearbyEnemiesNearPosition (const Vector &origin, int radius);
int GetNearbyFriendsNearPosition (const Vector &origin, int radius);
void SelectWeaponByName (const char *name);
void SelectWeaponbyNumber (int num);
int GetHighestWeapon (void);
@ -1087,7 +1090,8 @@ private:
float GetEstimatedReachTime (void);
int GetAimingWaypoint (void);
int GetAimingWaypoint (Vector targetOriginPos);
int GetAimingWaypoint (const Vector &to);
void FindShortestPath (int srcIndex, int destIndex);
void FindPath (int srcIndex, int destIndex, unsigned char pathType = 0);
void DebugMsg (const char *format, ...);
@ -1248,7 +1252,7 @@ public:
void Kill (void);
void Kick (void);
void ResetDoubleJumpState (void);
void MoveToVector (Vector to);
void MoveToVector (const Vector &to);
int FindPlantedBomb(void);
bool HasHostage (void);
@ -1282,6 +1286,9 @@ private:
bool m_economicsGood[2]; // is team able to buy anything
bool m_deathMsgSent; // for fakeping
// holds currently active grenades in the map
Array <entity_t> m_activeGrenades;
protected:
int CreateBot (String name, int difficulty, int personality, int team, int member);
@ -1328,9 +1335,24 @@ public:
void CheckTeamEconomics (int team);
static void CallGameEntity (entvars_t *vars);
inline void SetDeathMsgState (bool sent)
{
m_deathMsgSent = sent;
}
inline void SetDeathMsgState (bool sent) { m_deathMsgSent = sent; }
inline bool GetDeathMsgState (void) { return m_deathMsgSent; }
inline bool GetDeathMsgState (void)
{
return m_deathMsgSent;
}
// grenades
void UpdateActiveGrenades (void);
const Array <entity_t> &GetActiveGrenades (void);
inline bool HasActiveGrenades (void)
{
return !m_activeGrenades.IsEmpty ();
}
public:
void CalculatePingOffsets (void);
@ -1432,10 +1454,10 @@ public:
void AddPath (short int addIndex, short int pathIndex, float distance);
int GetFacingIndex (void);
int FindFarest (Vector origin, float maxDistance = 32.0);
int FindNearest (Vector origin, float minDistance = 9999.0, int flags = -1);
void FindInRadius (Vector origin, float radius, int *holdTab, int *count);
void FindInRadius (Array <int> &queueID, float radius, Vector origin);
int FindFarest (const Vector &origin, float maxDistance = 32.0);
int FindNearest (const Vector &origin, float minDistance = 9999.0, int flags = -1);
void FindInRadius (const Vector &origin, float radius, int *holdTab, int *count);
void FindInRadius (Array <int> &queueID, float radius, const Vector &origin);
void Add (int flags, const Vector &waypointOrigin = nullvec);
void Delete (void);
@ -1448,7 +1470,7 @@ public:
void DeletePath (void);
void CacheWaypoint (void);
float GetTravelTime (float maxSpeed, Vector src, Vector origin);
float GetTravelTime (float maxSpeed, const Vector &src, const Vector &origin);
bool IsVisible (int srcIndex, int destIndex);
bool IsStandVisible (int srcIndex, int destIndex);
bool IsDuckVisible (int srcIndex, int destIndex);
@ -1458,7 +1480,7 @@ public:
void Save (void);
bool Reachable (Bot *bot, int index);
bool IsNodeReachable (Vector src, Vector destination);
bool IsNodeReachable (const Vector &src, const Vector &destination);
void Think (void);
bool NodesValid (void);
void SaveExperienceTab (void);
@ -1483,7 +1505,11 @@ public:
bool IsGoalVisited (int index);
void SetGoalVisited (int index);
inline Vector GetBombPosition (void) { return m_foundBombOrigin; }
inline const Vector &GetBombPosition (void)
{
return m_foundBombOrigin;
}
void SetBombPosition (bool shouldReset = false);
String CheckSubfolderFile (void);
};
@ -1637,7 +1663,6 @@ extern void DetectCSVersion (void);
extern void PlaySound (edict_t *ent, const char *soundName);
extern void ServerPrint (const char *format, ...);
extern void ChartPrint (const char *format, ...);
extern void ServerPrintNoTag (const char *format, ...);
extern void CenterPrint (const char *format, ...);
extern void ClientPrint (edict_t *ent, int dest, const char *format, ...);
extern void HudMessage (edict_t *ent, bool toCenter, Vector rgb, char *format, ...);

View file

@ -100,6 +100,8 @@ typedef struct
int iHitgroup; // 0 == generic, non zero is specific body part
} TraceResult;
typedef edict_t *entity_t;
typedef uint32 CRC32_t;
// Engine hands this to DLLs for functionality callbacks

View file

@ -10,10 +10,10 @@
#pragma once
// general product information
#define PRODUCT_NAME "YaPB"
#define PRODUCT_NAME "Yet Another POD-Bot"
#define PRODUCT_VERSION "2.7"
#define PRODUCT_AUTHOR "YaPB Dev Team"
#define PRODUCT_URL "http://yapb.jeefo.net/"
#define PRODUCT_URL "http://yapb.ru/"
#define PRODUCT_EMAIL "dmitry@jeefo.net"
#define PRODUCT_LOGTAG "YAPB"
#define PRODUCT_DESCRIPTION PRODUCT_NAME " v" PRODUCT_VERSION " - The Counter-Strike Bot"

View file

@ -238,32 +238,168 @@ bool Bot::EntityIsVisible (const Vector &dest, bool fromBody)
return tr.flFraction >= 1.0;
}
void Bot::CheckGrenadeThrow (void)
{
// check if throwing a grenade is a good thing to do...
if (m_lastEnemy == NULL || yb_ignore_enemies.GetBool () || yb_jasonmode.GetBool () && m_grenadeCheckTime > GetWorldTime () || m_isUsingGrenade || GetTaskId () == TASK_PLANTBOMB || GetTaskId () == TASK_DEFUSEBOMB || m_isReloading || !IsAlive (m_lastEnemy))
{
m_states &= ~(STATE_THROW_HE | STATE_THROW_FB | STATE_THROW_SG);
return;
}
// check again in some seconds
m_grenadeCheckTime = GetWorldTime () + yb_timergrenade.GetFloat ();
// check if we have grenades to throw
int grenadeToThrow = CheckGrenades ();
// if we don't have grenades no need to check it this round again
if (grenadeToThrow == -1)
{
m_grenadeCheckTime = GetWorldTime () + 15.0; // changed since, conzero can drop grens from dead players
m_states &= ~(STATE_THROW_HE | STATE_THROW_FB | STATE_THROW_SG);
return;
}
// care about different types of grenades
if ((grenadeToThrow == WEAPON_EXPLOSIVE || grenadeToThrow == WEAPON_SMOKE) && Random.Long (0, 100) < 45 && !(m_states & (STATE_SEEING_ENEMY | STATE_THROW_HE | STATE_THROW_FB | STATE_THROW_SG)))
{
float distance = (m_lastEnemy->v.origin - pev->origin).GetLength ();
// is enemy to high to throw
if ((m_lastEnemy->v.origin.z > (pev->origin.z + 650.0)) || !(m_lastEnemy->v.flags & (FL_ONGROUND | FL_DUCKING)))
distance = FLT_MAX; // just some crazy value
// enemy is within a good throwing distance ?
if (distance > (grenadeToThrow == WEAPON_SMOKE ? 400 : 600) && distance <= 1000)
{
// care about different types of grenades
if (grenadeToThrow == WEAPON_EXPLOSIVE)
{
bool allowThrowing = true;
// check for teammates
if (GetNearbyFriendsNearPosition (m_lastEnemy->v.origin, 256) > 0)
allowThrowing = false;
if (allowThrowing && m_seeEnemyTime + 2.0 < GetWorldTime ())
{
const Vector &enemyPredict = ((m_lastEnemy->v.velocity * 0.5).SkipZ () + m_lastEnemy->v.origin);
int searchTab[4], count = 4;
float searchRadius = m_lastEnemy->v.velocity.GetLength2D ();
// check the search radius
if (searchRadius < 128.0)
searchRadius = 128.0;
// search waypoints
g_waypoint->FindInRadius (enemyPredict, searchRadius, searchTab, &count);
while (count > 0)
{
allowThrowing = true;
// check the throwing
m_throw = g_waypoint->GetPath (searchTab[count--])->origin;
Vector src = CheckThrow (EyePosition (), m_throw);
if (src.GetLengthSquared () < 100.0)
src = CheckToss (EyePosition (), m_throw);
if (src == nullvec)
allowThrowing = false;
else
break;
}
}
// start explosive grenade throwing?
if (allowThrowing)
m_states |= STATE_THROW_HE;
else
m_states &= ~STATE_THROW_HE;
}
else if (grenadeToThrow == WEAPON_SMOKE)
{
// start smoke grenade throwing?
if ((m_states & STATE_SEEING_ENEMY) && GetShootingConeDeviation (m_enemy, &pev->origin) >= 0.70 && m_seeEnemyTime + 2.0 < GetWorldTime ())
m_states &= ~STATE_THROW_SG;
else
m_states |= STATE_THROW_SG;
}
}
}
else if (IsAlive (m_lastEnemy) && grenadeToThrow == WEAPON_FLASHBANG && (m_lastEnemy->v.origin - pev->origin).GetLength () < 800 && !(m_aimFlags & AIM_ENEMY) && Random.Long (0, 100) < 50)
{
bool allowThrowing = true;
Array <int> inRadius;
g_waypoint->FindInRadius (inRadius, 256, m_lastEnemy->v.origin + (m_lastEnemy->v.velocity * 0.5).SkipZ ());
IterateArray (inRadius, i)
{
Path *path = g_waypoint->GetPath (i);
if (GetNearbyFriendsNearPosition (path->origin, 256) != 0 || !(m_difficulty == 4 && GetNearbyFriendsNearPosition (path->origin, 256) != 0))
continue;
m_throw = path->origin;
Vector src = CheckThrow (EyePosition (), m_throw);
if (src.GetLengthSquared () < 100)
src = CheckToss (EyePosition (), m_throw);
if (src == nullvec)
continue;
allowThrowing = true;
break;
}
// start concussion grenade throwing?
if (allowThrowing && m_seeEnemyTime + 2.0 < GetWorldTime ())
m_states |= STATE_THROW_FB;
else
m_states &= ~STATE_THROW_FB;
}
if (m_states & STATE_THROW_HE)
StartTask (TASK_THROWHEGRENADE, TASKPRI_THROWGRENADE, -1, GetWorldTime () + 3.0, false);
else if (m_states & STATE_THROW_FB)
StartTask (TASK_THROWFLASHBANG, TASKPRI_THROWGRENADE, -1, GetWorldTime () + 3.0, false);
else if (m_states & STATE_THROW_SG)
StartTask (TASK_THROWSMOKE, TASKPRI_THROWGRENADE, -1, GetWorldTime () + 3.0, false);
// delay next grenade throw
if (m_states & (STATE_THROW_HE | STATE_THROW_FB | STATE_THROW_SG))
m_grenadeCheckTime = GetWorldTime () + MAX_GRENADE_TIMER;
}
void Bot::AvoidGrenades (void)
{
// checks if bot 'sees' a grenade, and avoid it
edict_t *ent = m_avoidGrenade;
if (!g_botManager->HasActiveGrenades ())
return;
// check if old pointers to grenade is invalid
if (IsEntityNull (ent))
if (IsEntityNull (m_avoidGrenade))
{
m_avoidGrenade = NULL;
m_needAvoidGrenade = 0;
}
else if ((ent->v.flags & FL_ONGROUND) || (ent->v.effects & EF_NODRAW))
else if ((m_avoidGrenade->v.flags & FL_ONGROUND) || (m_avoidGrenade->v.effects & EF_NODRAW))
{
m_avoidGrenade = NULL;
m_needAvoidGrenade = 0;
}
ent = NULL;
Array <entity_t> activeGrenades = g_botManager->GetActiveGrenades ();
// find all grenades on the map
while (!IsEntityNull (ent = FIND_ENTITY_BY_CLASSNAME (ent, "grenade")))
IterateArray (activeGrenades, it)
{
// if grenade is invisible don't care for it
if (ent->v.effects & EF_NODRAW)
continue;
edict_t *ent = activeGrenades[it];
// check if visible to the bot
if (!EntityIsVisible (ent->v.origin) && InFieldOfView (ent->v.origin - EyePosition ()) > pev->fov / 2)
@ -272,12 +408,12 @@ void Bot::AvoidGrenades (void)
// TODO: should be done once for grenade, instead of checking several times
if (m_difficulty == 4 && strcmp (STRING (ent->v.model) + 9, "flashbang.mdl") == 0)
{
Vector position = (GetEntityOrigin (ent) - EyePosition ()).ToAngles ();
const Vector &position = (GetEntityOrigin (ent) - EyePosition ()).ToAngles ();
// don't look at flashbang
// don't look at flash bang
if (!(m_states & STATE_SEEING_ENEMY))
{
pev->v_angle.y = AngleNormalize (position.y + 180.0);
pev->v_angle.y = AngleNormalize (position.y + 180.0f);
m_canChooseAimDirection = false;
}
}
@ -298,8 +434,8 @@ void Bot::AvoidGrenades (void)
{
MakeVectors (pev->v_angle);
Vector dirToPoint = (pev->origin - ent->v.origin).Normalize2D ();
Vector rightSide = g_pGlobals->v_right.Normalize2D ();
const Vector &dirToPoint = (pev->origin - ent->v.origin).Normalize2D ();
const Vector &rightSide = g_pGlobals->v_right.Normalize2D ();
if ((dirToPoint | rightSide) > 0)
m_needAvoidGrenade = -1;
@ -315,21 +451,28 @@ void Bot::AvoidGrenades (void)
bool Bot::IsBehindSmokeClouds (edict_t *ent)
{
edict_t *pentGrenade = NULL;
Vector betweenUs = (ent->v.origin - pev->origin).Normalize ();
if (!g_botManager->HasActiveGrenades ())
return false;
while (!IsEntityNull (pentGrenade = FIND_ENTITY_BY_CLASSNAME (pentGrenade, "grenade")))
const Vector &betweenUs = (ent->v.origin - pev->origin).Normalize ();
Array <entity_t> activeGrenades = g_botManager->GetActiveGrenades ();
// find all grenades on the map
IterateArray (activeGrenades, it)
{
edict_t *pentGrenade = activeGrenades[it];
// if grenade is invisible don't care for it
if ((pentGrenade->v.effects & EF_NODRAW) || !(pentGrenade->v.flags & (FL_ONGROUND | FL_PARTIALGROUND)) || strcmp (STRING (pentGrenade->v.model) + 9, "smokegrenade.mdl"))
if (!(pentGrenade->v.flags & (FL_ONGROUND | FL_PARTIALGROUND)) || strcmp (STRING (pentGrenade->v.model) + 9, "smokegrenade.mdl"))
continue;
// check if visible to the bot
if (!EntityIsVisible (ent->v.origin) && InFieldOfView (ent->v.origin - EyePosition ()) > pev->fov / 3)
continue;
Vector betweenNade = (GetEntityOrigin (pentGrenade) - pev->origin).Normalize ();
Vector betweenResult = ((Vector (betweenNade.y, betweenNade.x, 0) * 150.0 + GetEntityOrigin (pentGrenade)) - pev->origin).Normalize ();
const Vector &entityOrigin = GetEntityOrigin (pentGrenade);
const Vector &betweenNade = (entityOrigin - pev->origin).Normalize ();
const Vector &betweenResult = ((Vector (betweenNade.y, betweenNade.x, 0) * 150.0 + entityOrigin) - pev->origin).Normalize ();
if ((betweenNade | betweenUs) > (betweenNade | betweenResult))
return true;
@ -527,26 +670,29 @@ void Bot::FindItem (void)
bool allowPickup = false;
float distance, minDistance = 341.0;
const float searchRadius = 340.0f;
if (!IsEntityNull (m_pickupItem))
{
bool itemExists = false;
pickupItem = m_pickupItem;
while (!IsEntityNull (ent = FIND_ENTITY_IN_SPHERE (ent, pev->origin, 340.0)))
while (!IsEntityNull (ent = FIND_ENTITY_IN_SPHERE (ent, pev->origin, searchRadius)))
{
if ((ent->v.effects & EF_NODRAW) || IsValidPlayer (ent->v.owner))
continue; // someone owns this weapon or it hasn't respawned yet
continue; // someone owns this weapon or it hasn't re spawned yet
if (ent == pickupItem)
{
if (ItemIsVisible (GetEntityOrigin (ent), const_cast <char *> (STRING (ent->v.classname))))
itemExists = true;
break;
}
}
if (itemExists)
return;
else
{
m_pickupItem = NULL;
@ -565,7 +711,7 @@ void Bot::FindItem (void)
m_pickupItem = NULL;
m_pickupType = PICKUP_NONE;
while (!IsEntityNull (ent = FIND_ENTITY_IN_SPHERE (ent, pev->origin, 340.0)))
while (!IsEntityNull (ent = FIND_ENTITY_IN_SPHERE (ent, pev->origin, searchRadius)))
{
allowPickup = false; // assume can't use it until known otherwise
@ -659,7 +805,7 @@ void Bot::FindItem (void)
if (pickupType == PICKUP_DROPPED_C4)
{
allowPickup = true;
m_destOrigin = entityOrigin; // ensure we reached droped bomb
m_destOrigin = entityOrigin; // ensure we reached dropped bomb
ChatterMessage (Chatter_FoundC4); // play info about that
DeleteSearchNodes ();
@ -849,7 +995,7 @@ void Bot::GetCampDirection (Vector *dest)
// mostly used for getting a good camping direction vector if not camping on a camp waypoint
TraceResult tr;
Vector src = EyePosition ();
const Vector &src = EyePosition ();
TraceLine (src, *dest, true, GetEntity (), &tr);
@ -1850,141 +1996,7 @@ void Bot::SetConditions (void)
m_aimFlags |= AIM_LAST_ENEMY;
}
}
// check if throwing a grenade is a good thing to do...
if (m_lastEnemy != NULL && !yb_ignore_enemies.GetBool() && !yb_jasonmode.GetBool() && m_grenadeCheckTime < GetWorldTime() && !m_isUsingGrenade && GetTaskId() != TASK_PLANTBOMB && GetTaskId() != TASK_DEFUSEBOMB && !m_isReloading && IsAlive(m_lastEnemy))
{
// check again in some seconds
m_grenadeCheckTime = GetWorldTime () + yb_timergrenade.GetFloat ();
// check if we have grenades to throw
int grenadeToThrow = CheckGrenades ();
// if we don't have grenades no need to check it this round again
if (grenadeToThrow == -1)
{
m_grenadeCheckTime = GetWorldTime () + 15.0; // changed since, conzero can drop grens from dead players
m_states &= ~(STATE_THROW_HE | STATE_THROW_FB | STATE_THROW_SG);
}
else
{
// care about different types of grenades
if ((grenadeToThrow == WEAPON_EXPLOSIVE || grenadeToThrow == WEAPON_SMOKE) && Random.Long (0, 100) < 45 && !(m_states & (STATE_SEEING_ENEMY | STATE_THROW_HE | STATE_THROW_FB | STATE_THROW_SG)))
{
float distance = (m_lastEnemy->v.origin - pev->origin).GetLength ();
// is enemy to high to throw
if ((m_lastEnemy->v.origin.z > (pev->origin.z + 650.0)) || !(m_lastEnemy->v.flags & (FL_ONGROUND | FL_DUCKING)))
distance = FLT_MAX; // just some crazy value
// enemy is within a good throwing distance ?
if (distance > (grenadeToThrow == WEAPON_SMOKE ? 400 : 600) && distance <= 1000)
{
// care about different types of grenades
if (grenadeToThrow == WEAPON_EXPLOSIVE)
{
bool allowThrowing = true;
// check for teammates
if (GetNearbyFriendsNearPosition (m_lastEnemy->v.origin, 256) > 0)
allowThrowing = false;
if (allowThrowing && m_seeEnemyTime + 2.0 < GetWorldTime ())
{
Vector enemyPredict = ((m_lastEnemy->v.velocity * 0.5).SkipZ () + m_lastEnemy->v.origin);
int searchTab[4], count = 4;
float searchRadius = m_lastEnemy->v.velocity.GetLength2D ();
// check the search radius
if (searchRadius < 128.0)
searchRadius = 128.0;
// search waypoints
g_waypoint->FindInRadius (enemyPredict, searchRadius, searchTab, &count);
while (count > 0)
{
allowThrowing = true;
// check the throwing
m_throw = g_waypoint->GetPath (searchTab[count--])->origin;
Vector src = CheckThrow (EyePosition (), m_throw);
if (src.GetLengthSquared () < 100.0)
src = CheckToss (EyePosition (), m_throw);
if (src == nullvec)
allowThrowing = false;
else
break;
}
}
// start explosive grenade throwing?
if (allowThrowing)
m_states |= STATE_THROW_HE;
else
m_states &= ~STATE_THROW_HE;
}
else if (grenadeToThrow == WEAPON_SMOKE)
{
// start smoke grenade throwing?
if ((m_states & STATE_SEEING_ENEMY) && GetShootingConeDeviation (m_enemy, &pev->origin) >= 0.70 && m_seeEnemyTime + 2.0 < GetWorldTime ())
m_states &= ~STATE_THROW_SG;
else
m_states |= STATE_THROW_SG;
}
}
}
else if (IsAlive (m_lastEnemy) && grenadeToThrow == WEAPON_FLASHBANG && (m_lastEnemy->v.origin - pev->origin).GetLength () < 800 && !(m_aimFlags & AIM_ENEMY) && Random.Long (0, 100) < 50)
{
bool allowThrowing = true;
Array <int> inRadius;
g_waypoint->FindInRadius (inRadius, 256, m_lastEnemy->v.origin + (m_lastEnemy->v.velocity * 0.5).SkipZ ());
IterateArray (inRadius, i)
{
Path *path = g_waypoint->GetPath (i);
if (GetNearbyFriendsNearPosition (path->origin, 256) != 0 || !(m_difficulty == 4 && GetNearbyFriendsNearPosition (path->origin, 256) != 0))
continue;
m_throw = path->origin;
Vector src = CheckThrow (EyePosition (), m_throw);
if (src.GetLengthSquared () < 100)
src = CheckToss (EyePosition (), m_throw);
if (src == nullvec)
continue;
allowThrowing = true;
break;
}
// start concussion grenade throwing?
if (allowThrowing && m_seeEnemyTime + 2.0 < GetWorldTime ())
m_states |= STATE_THROW_FB;
else
m_states &= ~STATE_THROW_FB;
}
if (m_states & STATE_THROW_HE)
StartTask (TASK_THROWHEGRENADE, TASKPRI_THROWGRENADE, -1, GetWorldTime () + 3.0, false);
else if (m_states & STATE_THROW_FB)
StartTask (TASK_THROWFLASHBANG, TASKPRI_THROWGRENADE, -1, GetWorldTime () + 3.0, false);
else if (m_states & STATE_THROW_SG)
StartTask (TASK_THROWSMOKE, TASKPRI_THROWGRENADE, -1, GetWorldTime () + 3.0, false);
// delay next grenade throw
if (m_states & (STATE_THROW_HE | STATE_THROW_FB | STATE_THROW_SG))
m_grenadeCheckTime = GetWorldTime () + MAX_GRENADE_TIMER;
}
}
else
m_states &= ~(STATE_THROW_HE | STATE_THROW_FB | STATE_THROW_SG);
CheckGrenadeThrow ();
// check if there are items needing to be used/collected
if (m_itemCheckTime < GetWorldTime () || !IsEntityNull (m_pickupItem))
@ -2078,7 +2090,7 @@ void Bot::SetConditions (void)
// if half of the round is over, allow hunting
// FIXME: it probably should be also team/map dependant
if (IsEntityNull (m_enemy) && (g_timeRoundMid < GetWorldTime ()) && !m_isUsingGrenade && m_currentWaypointIndex != g_waypoint->FindNearest (m_lastEnemyOrigin) && m_personality != PERSONALITY_CAREFUL)
if (IsEntityNull (m_enemy) && g_timeRoundMid < GetWorldTime () && !m_isUsingGrenade && m_currentWaypointIndex != g_waypoint->FindNearest (m_lastEnemyOrigin) && m_personality != PERSONALITY_CAREFUL)
{
desireLevel = 4096.0 - ((1.0 - tempAgression) * distance);
desireLevel = (100 * desireLevel) / 4096.0;
@ -2098,7 +2110,7 @@ void Bot::SetConditions (void)
g_taskFilters[TASK_HUNTENEMY].desire = 0;
}
// blinded behaviour
// blinded behavior
if (m_blindTime > GetWorldTime ())
g_taskFilters[TASK_BLINDED].desire = TASKPRI_BLINDED;
else
@ -2135,7 +2147,7 @@ void Bot::SetConditions (void)
if (!m_tasks.IsEmpty ())
{
final = MaxDesire (final, GetTask ());
StartTask (final->id, final->desire, final->data, final->time, final->resume); // push the final behaviour in our task stack to carry out
StartTask (final->id, final->desire, final->data, final->time, final->resume); // push the final behavior in our task stack to carry out
}
}
@ -3001,7 +3013,7 @@ void Bot::ChooseAimDirection (void)
{
if ((g_experienceData + (index * g_numWaypoints) + index)->team0DangerIndex != -1)
{
Vector dest = g_waypoint->GetPath ((g_experienceData + (index * g_numWaypoints) + index)->team0DangerIndex)->origin;
const Vector &dest = g_waypoint->GetPath ((g_experienceData + (index * g_numWaypoints) + index)->team0DangerIndex)->origin;
TraceLine (pev->origin, dest, true, GetEntity (), &tr);
if (tr.flFraction > 0.8 || tr.pHit != g_worldEdict)
@ -3012,7 +3024,7 @@ void Bot::ChooseAimDirection (void)
{
if ((g_experienceData + (index * g_numWaypoints) + index)->team1DangerIndex != -1)
{
Vector dest = g_waypoint->GetPath ((g_experienceData + (index * g_numWaypoints) + index)->team1DangerIndex)->origin;
const Vector &dest = g_waypoint->GetPath ((g_experienceData + (index * g_numWaypoints) + index)->team1DangerIndex)->origin;
TraceLine (pev->origin, dest, true, GetEntity (), &tr);
if (tr.flFraction > 0.8 || tr.pHit != g_worldEdict)
@ -3728,7 +3740,7 @@ void Bot::RunTask (void)
int foundPoints[3];
int distanceTab[3];
Vector dotA = (destination - pev->origin).Normalize2D ();
const Vector &dotA = (destination - pev->origin).Normalize2D ();
for (i = 0; i < g_numWaypoints; i++)
{
@ -3736,7 +3748,7 @@ void Bot::RunTask (void)
if (!g_waypoint->IsVisible (m_currentWaypointIndex, i) || (i == m_currentWaypointIndex))
continue;
Vector dotB = (g_waypoint->GetPath (i)->origin - pev->origin).Normalize2D ();
const Vector &dotB = (g_waypoint->GetPath (i)->origin - pev->origin).Normalize2D ();
if ((dotA | dotB) > 0.9)
{
@ -4254,9 +4266,13 @@ void Bot::RunTask (void)
else
{
edict_t *ent = NULL;
Array <entity_t> activeGrenades = g_botManager->GetActiveGrenades ();
while (!IsEntityNull (ent = FIND_ENTITY_BY_CLASSNAME (ent, "grenade")))
// find all grenades on the map
IterateArray (activeGrenades, it)
{
ent = activeGrenades[it];
if (ent->v.owner == GetEntity () && strcmp (STRING (ent->v.model) + 9, "hegrenade.mdl") == 0)
{
// set the correct velocity for the grenade
@ -4320,8 +4336,13 @@ void Bot::RunTask (void)
else
{
edict_t *ent = NULL;
while (!IsEntityNull (ent = FIND_ENTITY_BY_CLASSNAME (ent, "grenade")))
Array <entity_t> activeGrenades = g_botManager->GetActiveGrenades ();
// find all grenades on the map
IterateArray (activeGrenades, it)
{
ent = activeGrenades[it];
if (ent->v.owner == GetEntity () && strcmp (STRING (ent->v.model) + 9, "flashbang.mdl") == 0)
{
// set the correct velocity for the grenade
@ -4907,10 +4928,10 @@ void Bot::BotAI (void)
SetIdealReactionTimes ();
// calculate 2 direction vectors, 1 without the up/down component
Vector directionOld = m_destOrigin - (pev->origin + pev->velocity * m_frameInterval);
const Vector &directionOld = m_destOrigin - (pev->origin + pev->velocity * m_frameInterval);
Vector directionNormal = directionOld.Normalize ();
Vector direction = directionNormal;
const Vector &direction = directionNormal;
directionNormal.z = 0.0;
m_moveAngles = directionOld.ToAngles ();
@ -5245,13 +5266,13 @@ void Bot::BotAI (void)
while (node != NULL)
{
Vector srcPath = g_waypoint->GetPath (node->index)->origin;
const Vector &srcPath = g_waypoint->GetPath (node->index)->origin;
node = node->next;
if (node != NULL)
{
Vector dest = g_waypoint->GetPath (node->index)->origin;
DrawArrow (g_hostEntity, srcPath, dest, 15, 0, 255, 100, 55, 200, 5, 1);
const Vector &dstPath = g_waypoint->GetPath (node->index)->origin;
DrawArrow (g_hostEntity, srcPath, dstPath, 15, 0, 255, 100, 55, 200, 5, 1);
}
}
}
@ -5634,7 +5655,7 @@ void Bot::DebugMsg (const char *format, ...)
vsprintf (buffer, format, ap);
va_end (ap);
ServerPrintNoTag ("%s: %s", STRING (pev->netname), buffer);
ServerPrint ("%s: %s", STRING (pev->netname), buffer);
if (yb_debug.GetInt () >= 3)
AddLogEntry (false, LL_DEFAULT, "%s: %s", STRING (pev->netname), buffer);
@ -5744,7 +5765,7 @@ Vector Bot::CheckBombAudible (void)
if (m_difficulty >= 3)
return g_waypoint->GetBombPosition();
Vector bombOrigin = g_waypoint->GetBombPosition ();
const Vector &bombOrigin = g_waypoint->GetBombPosition ();
float timeElapsed = ((GetWorldTime () - g_timeBombPlanted) / mp_c4timer.GetFloat ()) * 100;
float desiredRadius = 768.0;
@ -5766,7 +5787,7 @@ Vector Bot::CheckBombAudible (void)
return nullvec;
}
void Bot::MoveToVector (Vector to)
void Bot::MoveToVector (const Vector &to)
{
if (to == nullvec)
return;
@ -5919,7 +5940,7 @@ bool Bot::OutOfBombTimer (void)
if (timeLeft > 16)
return false;
Vector bombOrigin = g_waypoint->GetBombPosition ();
const Vector &bombOrigin = g_waypoint->GetBombPosition ();
// for terrorist, if timer is lower than eleven seconds, return true
if (static_cast <int> (timeLeft) < 16 && m_team == TEAM_TF && (bombOrigin - pev->origin).GetLength () < 1000)
@ -6109,7 +6130,7 @@ void Bot::EquipInBuyzone (int buyCount)
}
}
bool Bot::IsBombDefusing (Vector bombOrigin)
bool Bot::IsBombDefusing (const Vector &bombOrigin)
{
// this function finds if somebody currently defusing the bomb.

View file

@ -15,7 +15,7 @@ ConVar yb_csdm_mode ("yb_csdm_mode", "0", VT_NOSERVER);
ConVar mp_friendlyfire ("mp_friendlyfire", NULL, VT_NOREGISTER);
int Bot::GetNearbyFriendsNearPosition (Vector origin, int radius)
int Bot::GetNearbyFriendsNearPosition (const Vector &origin, int radius)
{
int count = 0;
@ -30,7 +30,7 @@ int Bot::GetNearbyFriendsNearPosition (Vector origin, int radius)
return count;
}
int Bot::GetNearbyEnemiesNearPosition (Vector origin, int radius)
int Bot::GetNearbyEnemiesNearPosition (const Vector &origin, int radius)
{
int count = 0;
@ -271,7 +271,7 @@ bool Bot::LookupEnemy (void)
return false;
}
Vector Bot::GetAimPosition (void)
const Vector &Bot::GetAimPosition (void)
{
// the purpose of this function, is to make bot aiming not so ideal. it's mutate m_enemyOrigin enemy vector
// returned from visibility check function.
@ -1406,7 +1406,7 @@ void Bot::CommandTeam (void)
m_timeTeamOrder = GetWorldTime () + Random.Float (5.0, 30.0);
}
bool Bot::IsGroupOfEnemies (Vector location, int numEnemies, int radius)
bool Bot::IsGroupOfEnemies (const Vector &location, int numEnemies, int radius)
{
int numPlayers = 0;

View file

@ -165,7 +165,7 @@ int BotCommandHandler (edict_t *ent, const char *arg0, const char *arg1, const c
"------------------------------------------------\n"
"Name: %s\n"
"Version: %s (Build: %u)\n"
"Compiled: %s, %s +300 (GMT)\n"
"Compiled: %s, %s tz: +3\n"
"------------------------------------------------";
ClientPrint (ent, print_console, versionData, PRODUCT_NAME, PRODUCT_VERSION, GenerateBuildNumber (), __DATE__, __TIME__);
@ -201,27 +201,27 @@ int BotCommandHandler (edict_t *ent, const char *arg0, const char *arg1, const c
if (!IsDedicatedServer ())
{
ServerPrintNoTag ("yapb autowp - toggle autowppointing.");
ServerPrintNoTag ("yapb wp - toggle waypoint showing.");
ServerPrintNoTag ("yapb wp on noclip - enable noclip cheat");
ServerPrintNoTag ("yapb wp save nocheck - save waypoints without checking.");
ServerPrintNoTag ("yapb wp add - open menu for waypoint creation.");
ServerPrintNoTag ("yapb wp menu - open main waypoint menu.");
ServerPrintNoTag ("yapb wp addbasic - creates basic waypoints on map.");
ServerPrintNoTag ("yapb wp find - show direction to specified waypoint.");
ServerPrintNoTag ("yapb wp load - wload the waypoint file from hard disk.");
ServerPrintNoTag ("yapb wp check - checks if all waypoints connections are valid.");
ServerPrintNoTag ("yapb wp cache - cache nearest waypoint.");
ServerPrintNoTag ("yapb wp teleport - teleport hostile to specified waypoint.");
ServerPrintNoTag ("yapb wp setradius - manually sets the wayzone radius for this waypoint.");
ServerPrintNoTag ("yapb path autodistance - opens menu for setting autopath maximum distance.");
ServerPrintNoTag ("yapb path cache - remember the nearest to player waypoint.");
ServerPrintNoTag ("yapb path create - opens menu for path creation.");
ServerPrintNoTag ("yapb path delete - delete path from cached to nearest waypoint.");
ServerPrintNoTag ("yapb path create_in - creating incoming path connection.");
ServerPrintNoTag ("yapb path create_out - creating outgoing path connection.");
ServerPrintNoTag ("yapb path create_both - creating both-ways path connection.");
ServerPrintNoTag ("yapb exp save - save the experience data.");
ServerPrint ("yapb autowp - toggle autowppointing.");
ServerPrint ("yapb wp - toggle waypoint showing.");
ServerPrint ("yapb wp on noclip - enable noclip cheat");
ServerPrint ("yapb wp save nocheck - save waypoints without checking.");
ServerPrint ("yapb wp add - open menu for waypoint creation.");
ServerPrint ("yapb wp menu - open main waypoint menu.");
ServerPrint ("yapb wp addbasic - creates basic waypoints on map.");
ServerPrint ("yapb wp find - show direction to specified waypoint.");
ServerPrint ("yapb wp load - wload the waypoint file from hard disk.");
ServerPrint ("yapb wp check - checks if all waypoints connections are valid.");
ServerPrint ("yapb wp cache - cache nearest waypoint.");
ServerPrint ("yapb wp teleport - teleport hostile to specified waypoint.");
ServerPrint ("yapb wp setradius - manually sets the wayzone radius for this waypoint.");
ServerPrint ("yapb path autodistance - opens menu for setting autopath maximum distance.");
ServerPrint ("yapb path cache - remember the nearest to player waypoint.");
ServerPrint ("yapb path create - opens menu for path creation.");
ServerPrint ("yapb path delete - delete path from cached to nearest waypoint.");
ServerPrint ("yapb path create_in - creating incoming path connection.");
ServerPrint ("yapb path create_out - creating outgoing path connection.");
ServerPrint ("yapb path create_both - creating both-ways path connection.");
ServerPrint ("yapb exp save - save the experience data.");
}
}
}
@ -249,7 +249,7 @@ int BotCommandHandler (edict_t *ent, const char *arg0, const char *arg1, const c
if (stricmp (arg0, "randgen") == 0)
{
for (int i = 0; i < 500; i++)
ServerPrintNoTag ("Result Range[0 - 100]: %d", Random.Long (0, 100));
ServerPrint ("Result Range[0 - 100]: %d", Random.Long (0, 100));
}
#if defined (MMGR_H)
// dump memory information
@ -997,12 +997,12 @@ void Touch (edict_t *pentTouched, edict_t *pentOther)
// the two entities both have velocities, for example two players colliding, this function
// is called twice, once for each entity moving.
if (!IsEntityNull (pentTouched) && (pentTouched->v.flags & FL_FAKECLIENT))
if (!IsEntityNull (pentOther) && (pentOther->v.flags & FL_FAKECLIENT))
{
Bot *touched = g_botManager->GetBot (pentTouched);
Bot *bot = g_botManager->GetBot (pentOther);
if (touched != NULL)
touched->VerifyBreakable (pentOther);
if (bot != NULL)
bot->VerifyBreakable (pentTouched);
}
if (g_isMetamod)
RETURN_META (MRES_IGNORED);
@ -1440,7 +1440,7 @@ void ClientCommand (edict_t *ent)
if (path->flags & FLAG_NOHOSTAGE)
noHostagePoints++;
}
ServerPrintNoTag ("Waypoints: %d - T Points: %d\n"
ServerPrint ("Waypoints: %d - T Points: %d\n"
"CT Points: %d - Goal Points: %d\n"
"Rescue Points: %d - Camp Points: %d\n"
"Block Hostage Points: %d - Sniper Points: %d\n", g_numWaypoints, terrPoints, ctPoints, goalPoints, rescuePoints, campPoints, noHostagePoints, sniperPoints);
@ -2216,7 +2216,7 @@ void StartFrame (void)
}
g_botManager->SetDeathMsgState (false);
if (g_timePerSecondUpdate <= GetWorldTime ())
if (g_timePerSecondUpdate < GetWorldTime ())
{
g_botManager->CalculatePingOffsets ();
@ -2246,20 +2246,28 @@ void StartFrame (void)
}
}
}
if (g_isMetamod)
{
cvar_t *csdm_active = CVAR_GET_POINTER ("csdm_active");
cvar_t *mp_freeforall = CVAR_GET_POINTER ("mp_freeforall");
if (csdm_active != NULL && csdm_active->value > 0)
yb_csdm_mode.SetInt (mp_freeforall != NULL && mp_freeforall->value > 0 ? 2 : 1);
}
g_timePerSecondUpdate = GetWorldTime () + 1.0f;
}
if (g_bombPlanted)
g_waypoint->SetBombPosition ();
if (g_isMetamod)
{
static cvar_t *csdm_active;
static cvar_t *mp_freeforall;
if (csdm_active == NULL)
csdm_active = CVAR_GET_POINTER ("csdm_active");
if (mp_freeforall == NULL)
mp_freeforall = CVAR_GET_POINTER ("mp_freeforall");
if (csdm_active != NULL && csdm_active->value > 0)
yb_csdm_mode.SetInt (mp_freeforall != NULL && mp_freeforall->value > 0 ? 2 : 1);
}
g_timePerSecondUpdate = GetWorldTime () + 1.0f;
}
else if (g_timePerSecondUpdate * 0.5f < GetWorldTime ())
g_botManager->UpdateActiveGrenades ();
// keep bot number up to date
g_botManager->MaintainBotQuota ();

View file

@ -244,7 +244,7 @@ void BotManager::Think (void)
// error occurred. kick off all bots and then print a warning message
RemoveAll ();
ServerPrintNoTag ("**** INTERNAL BOT ERROR! PLEASE SHUTDOWN AND RESTART YOUR SERVER! ****");
ServerPrint ("**** INTERNAL BOT ERROR! PLEASE SHUTDOWN AND RESTART YOUR SERVER! ****");
}
#else
m_bots[i]->Think ();
@ -612,7 +612,7 @@ void BotManager::ListBots (void)
{
// this function list's bots currently playing on the server
ServerPrintNoTag ("%-3.5s %-9.13s %-17.18s %-3.4s %-3.4s %-3.4s", "index", "name", "personality", "team", "difficulty", "frags");
ServerPrint ("%-3.5s %-9.13s %-17.18s %-3.4s %-3.4s %-3.4s", "index", "name", "personality", "team", "difficulty", "frags");
for (int i = 0; i < GetMaxClients (); i++)
{
@ -624,7 +624,7 @@ void BotManager::ListBots (void)
Bot *bot = GetBot (player);
if (bot != NULL)
ServerPrintNoTag ("[%-3.1d] %-9.13s %-17.18s %-3.4s %-3.1d %-3.1d", i, STRING (player->v.netname), bot->m_personality == PERSONALITY_RUSHER ? "rusher" : bot->m_personality == PERSONALITY_NORMAL ? "normal" : "careful", GetTeam (player) != 0 ? "CT" : "T", bot->m_difficulty, static_cast <int> (player->v.frags));
ServerPrint ("[%-3.1d] %-9.13s %-17.18s %-3.4s %-3.1d %-3.1d", i, STRING (player->v.netname), bot->m_personality == PERSONALITY_RUSHER ? "rusher" : bot->m_personality == PERSONALITY_NORMAL ? "normal" : "careful", GetTeam (player) != 0 ? "CT" : "T", bot->m_difficulty, static_cast <int> (player->v.frags));
}
}
}
@ -1347,4 +1347,26 @@ void BotManager::SendDeathMsgFix (void)
for (int i = 0; i < GetMaxClients (); i++)
SendPingDataOffsets (g_clients[i].ent);
}
}
void BotManager::UpdateActiveGrenades (void)
{
edict_t *grenade = NULL;
// clear previously stored grenades
m_activeGrenades.RemoveAll ();
// search the map for any type of grenade
while (!IsEntityNull (grenade = FIND_ENTITY_BY_CLASSNAME (grenade, "grenade")))
{
if (grenade->v.effects & EF_NODRAW)
continue;
m_activeGrenades.Push (grenade);
}
}
const Array <entity_t> &BotManager::GetActiveGrenades (void)
{
return m_activeGrenades;
}

View file

@ -1715,7 +1715,7 @@ void Bot::DeleteSearchNodes (void)
m_chosenGoalIndex = -1;
}
int Bot::GetAimingWaypoint (Vector targetOriginPos)
int Bot::GetAimingWaypoint (const Vector &to)
{
// return the most distant waypoint which is seen from the Bot to the Target and is within count
@ -1723,7 +1723,7 @@ int Bot::GetAimingWaypoint (Vector targetOriginPos)
ChangeWptIndex (g_waypoint->FindNearest (pev->origin));
int srcIndex = m_currentWaypointIndex;
int destIndex = g_waypoint->FindNearest (targetOriginPos);
int destIndex = g_waypoint->FindNearest (to);
int bestIndex = srcIndex;
PathNode *node = new PathNode;
@ -2022,7 +2022,7 @@ int Bot::ChooseBombWaypoint (void)
return goal;
}
int Bot::FindDefendWaypoint (Vector origin)
int Bot::FindDefendWaypoint (const Vector &origin)
{
// this function tries to find a good position which has a line of sight to a position,
// provides enough cover point, and is far away from the defending position
@ -2280,7 +2280,7 @@ int Bot::FindCoverWaypoint (float maxDistance)
bool Bot::GetBestNextWaypoint (void)
{
// this function does a realtime postprocessing of waypoints return from the
// this function does a realtime post processing of waypoints return from the
// pathfinder, to vary paths and find the best waypoint on our way
InternalAssert (m_navNode != NULL);
@ -2300,7 +2300,9 @@ bool Bot::GetBestNextWaypoint (void)
if (!IsPointOccupied (id))
{
DebugMsg ("postprocess %d -> %d", m_navNode->index, id);
m_navNode->index = id;
return true;
}
}
@ -2323,7 +2325,6 @@ bool Bot::HeadTowardWaypoint (void)
m_navNode = m_navNode->next; // advance in list
m_currentTravelFlags = 0; // reset travel flags (jumping etc)
// we're not at the end of the list?
// we're not at the end of the list?
if (m_navNode != NULL)
{
@ -2334,7 +2335,7 @@ bool Bot::HeadTowardWaypoint (void)
m_minSpeed = pev->maxspeed;
// only if we in normal task and bomb is not planted
if (GetTaskId () == TASK_NORMAL && m_timeCamping + 30.0f < GetWorldTime () && !g_bombPlanted && m_personality != PERSONALITY_RUSHER && !m_hasC4 && !m_isVIP && m_loosedBombWptIndex == -1 && !HasHostage ())
if (GetTaskId () == TASK_NORMAL && g_timeRoundMid + 10.0f < GetWorldTime () && m_timeCamping + 30.0f < GetWorldTime () && !g_bombPlanted && m_personality != PERSONALITY_RUSHER && !m_hasC4 && !m_isVIP && m_loosedBombWptIndex == -1 && !HasHostage ())
{
m_campButtons = 0;
@ -2347,7 +2348,7 @@ bool Bot::HeadTowardWaypoint (void)
kills = (g_experienceData + (waypoint * g_numWaypoints) + waypoint)->team1Damage / g_highestDamageCT;
// if damage done higher than one
if (kills > 0.15f && g_timeRoundMid > GetWorldTime ())
if (kills > 0.15f && g_timeRoundMid + 15.0f < GetWorldTime ())
{
switch (m_personality)
{
@ -2887,17 +2888,17 @@ bool Bot::CheckWallOnRight (void)
return false;
}
bool Bot::IsDeadlyDrop (Vector targetOriginPos)
bool Bot::IsDeadlyDrop (const Vector &to)
{
// this function eturns if given location would hurt Bot with falling damage
Vector botPos = pev->origin;
TraceResult tr;
Vector move ((targetOriginPos - botPos).ToYaw (), 0, 0);
Vector move ((to - botPos).ToYaw (), 0, 0);
MakeVectors (move);
Vector direction = (targetOriginPos - botPos).Normalize (); // 1 unit long
Vector direction = (to - botPos).Normalize (); // 1 unit long
Vector check = botPos;
Vector down = botPos;
@ -2911,7 +2912,7 @@ bool Bot::IsDeadlyDrop (Vector targetOriginPos)
float height;
float lastHeight = tr.flFraction * 1000.0; // height from ground
float distance = (targetOriginPos - check).GetLength (); // distance from goal
float distance = (to - check).GetLength (); // distance from goal
while (distance > 16.0)
{
@ -2931,7 +2932,7 @@ bool Bot::IsDeadlyDrop (Vector targetOriginPos)
return true;
lastHeight = height;
distance = (targetOriginPos - check).GetLength (); // distance from goal
distance = (to - check).GetLength (); // distance from goal
}
return false;
}
@ -3236,11 +3237,11 @@ void Bot::FacePosition (void)
pev->angles.z = pev->v_angle.z = 0.0; // ignore Z component
}
void Bot::SetStrafeSpeed (Vector moveDir, float strafeSpeed)
void Bot::SetStrafeSpeed (const Vector &moveDir, float strafeSpeed)
{
MakeVectors (pev->angles);
Vector los = (moveDir - pev->origin).Normalize2D ();
const Vector &los = (moveDir - pev->origin).Normalize2D ();
float dot = los | g_pGlobals->v_forward.SkipZ ();
if (dot > 0 && !CheckWallOnRight ())
@ -3290,7 +3291,7 @@ bool Bot::IsPointOccupied (int index)
// check if this waypoint is already used
if (IsAlive (bot->GetEntity ()))
{
if ((GetShootingConeDeviation (bot->GetEntity (), &pev->origin) >= 0.7 ? bot->m_prevWptIndex[0] : m_currentWaypointIndex) == index || bot->GetTask ()->data == index || (g_waypoint->GetPath (index)->origin - bot->pev->origin).GetLength2D () < 96.0)
if ((GetShootingConeDeviation (bot->GetEntity (), &pev->origin) >= 0.7 ? bot->m_prevWptIndex[0] : m_currentWaypointIndex) == index || bot->GetTask ()->data == index)
return true;
}
}

View file

@ -145,7 +145,7 @@ Vector GetEntityOrigin (edict_t *ent)
return nullvec;
if (ent->v.origin == nullvec)
return ent->v.absmin + (ent->v.size * 0.5);
return ent->v.absmin + ent->v.size * 0.5;
return ent->v.origin;
}
@ -769,7 +769,7 @@ void RoundInit (void)
// calculate the round mid/end in world time
g_timeRoundStart = GetWorldTime () + mp_freezetime.GetFloat ();
g_timeRoundMid = g_timeRoundStart + mp_roundtime.GetFloat () * 60 / 2;
g_timeRoundMid = g_timeRoundStart + mp_roundtime.GetFloat () * 60 * 0.5f;
g_timeRoundEnd = g_timeRoundStart + mp_roundtime.GetFloat () * 60;
}
@ -881,19 +881,8 @@ void ServerPrint (const char *format, ...)
vsprintf (string, g_localizer->TranslateInput (format), ap);
va_end (ap);
SERVER_PRINT (FormatBuffer ("%s\n", string));
}
void ServerPrintNoTag (const char *format, ...)
{
va_list ap;
char string[3072];
va_start (ap, format);
vsprintf (string, g_localizer->TranslateInput (format), ap);
va_end (ap);
SERVER_PRINT (FormatBuffer ("%s\n", string));
SERVER_PRINT (string);
SERVER_PRINT ("\n");
}
void CenterPrint (const char *format, ...)
@ -954,7 +943,7 @@ void ClientPrint (edict_t *ent, int dest, const char *format, ...)
if (dest & 0x3ff)
ServerPrint (string);
else
ServerPrintNoTag (string);
ServerPrint (string);
return;
}
@ -1206,7 +1195,7 @@ void AddLogEntry (bool outputToConsole, int logLevel, const char *format, ...)
}
if (outputToConsole)
ServerPrintNoTag ("%s%s", levelString, buffer);
ServerPrint ("%s%s", levelString, buffer);
// now check if logging disabled
if (!(logLevel & LL_IGNORE))

View file

@ -83,7 +83,7 @@ void Waypoint::AddPath (short int addIndex, short int pathIndex, float distance)
}
}
int Waypoint::FindFarest (Vector origin, float maxDistance)
int Waypoint::FindFarest (const Vector &origin, float maxDistance)
{
// find the farest waypoint to that Origin, and return the index to this waypoint
@ -102,7 +102,7 @@ int Waypoint::FindFarest (Vector origin, float maxDistance)
return index;
}
int Waypoint::FindNearest (Vector origin, float minDistance, int flags)
int Waypoint::FindNearest (const Vector &origin, float minDistance, int flags)
{
// find the nearest waypoint to that origin and return the index
@ -124,7 +124,7 @@ int Waypoint::FindNearest (Vector origin, float minDistance, int flags)
return index;
}
void Waypoint::FindInRadius (Vector origin, float radius, int *holdTab, int *count)
void Waypoint::FindInRadius (const Vector &origin, float radius, int *holdTab, int *count)
{
// returns all waypoints within radius from position
@ -145,7 +145,7 @@ void Waypoint::FindInRadius (Vector origin, float radius, int *holdTab, int *cou
*count -= 1;
}
void Waypoint::FindInRadius (Array <int> &queueID, float radius, Vector origin)
void Waypoint::FindInRadius (Array <int> &queueID, float radius, const Vector &origin)
{
for (int i = 0; i < g_numWaypoints; i++)
{
@ -1234,7 +1234,7 @@ String Waypoint::CheckSubfolderFile (void)
return FormatBuffer ("%s%s.pwf", GetWaypointDir (), GetMapName ());
}
float Waypoint::GetTravelTime (float maxSpeed, Vector src, Vector origin)
float Waypoint::GetTravelTime (float maxSpeed, const Vector &src, const Vector &origin)
{
// this function returns 2D traveltime to a position
@ -1277,7 +1277,7 @@ bool Waypoint::Reachable (Bot *bot, int index)
return false;
}
bool Waypoint::IsNodeReachable (Vector src, Vector destination)
bool Waypoint::IsNodeReachable (const Vector &src, const Vector &destination)
{
TraceResult tr;