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>
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9 changed files with 195 additions and 68 deletions
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@ -377,7 +377,8 @@ private:
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int bestPrimaryCarried ();
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int bestSecondaryCarried ();
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int bestGrenadeCarried ();
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int bestWeaponCarried ();
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int getBestOwnedWeapon ();
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int getBestOwnedPistol ();
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int changeNodeIndex (int index);
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int numEnemiesNear (const Vector &origin, const float radius);
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int numFriendsNear (const Vector &origin, const float radius);
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@ -416,6 +417,7 @@ private:
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bool reactOnEnemy ();
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bool selectBestNextNode ();
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bool hasAnyWeapons ();
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bool hasAnyAmmoInClip ();
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bool isKnifeMode ();
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bool isGrenadeWar ();
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bool isDeadlyMove (const Vector &to);
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@ -506,6 +508,7 @@ private:
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void refreshCreatureStatus (char *infobuffer);
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void updateRightRef ();
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void donateC4ToHuman ();
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void clearAmmoInfo ();
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void completeTask ();
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void executeTasks ();
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