bot: improved logic when in freezetime

fix: full reset entvars of  fakeclient upon entity creation
fix: high skilled bots can't shoot with sniper weapons on short distances (ref #582)
fix: fill server will not overflow number of bots anymore
fix: do  not treat dormant  entites as valid clients for bots
mgr: : single bot kick is now working in non-sequential order
Co-Authored-By: Max <161382234+dyspose@users.noreply.github.com>
This commit is contained in:
jeefo 2024-06-01 10:57:57 +03:00
commit 4aa6aff8b6
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GPG key ID: D696786B81B667C8
9 changed files with 195 additions and 68 deletions

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@ -377,7 +377,8 @@ private:
int bestPrimaryCarried ();
int bestSecondaryCarried ();
int bestGrenadeCarried ();
int bestWeaponCarried ();
int getBestOwnedWeapon ();
int getBestOwnedPistol ();
int changeNodeIndex (int index);
int numEnemiesNear (const Vector &origin, const float radius);
int numFriendsNear (const Vector &origin, const float radius);
@ -416,6 +417,7 @@ private:
bool reactOnEnemy ();
bool selectBestNextNode ();
bool hasAnyWeapons ();
bool hasAnyAmmoInClip ();
bool isKnifeMode ();
bool isGrenadeWar ();
bool isDeadlyMove (const Vector &to);
@ -506,6 +508,7 @@ private:
void refreshCreatureStatus (char *infobuffer);
void updateRightRef ();
void donateC4ToHuman ();
void clearAmmoInfo ();
void completeTask ();
void executeTasks ();