combat: only move back if there's no wall behind the bot
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d121f2a163
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587064e897
3 changed files with 25 additions and 5 deletions
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@ -658,7 +658,7 @@ void Bot::checkTerrain (float movedDistance, const Vector &dirNormal) {
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dirLeft = true;
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}
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const auto &testDir = m_moveSpeed > 0.0f ? forward : -forward;
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constexpr float kBlockDistance = 42.0f;
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constexpr float kBlockDistance = 52.0f;
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// now check which side is blocked
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src = pev->origin + right * kBlockDistance;
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@ -2987,7 +2987,7 @@ bool Bot::isBlockedRight () {
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bool Bot::checkWallOnLeft () {
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TraceResult tr {};
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game.testLine (pev->origin, pev->origin - pev->angles.right () * 42.0f, TraceIgnore::Monsters, ent (), &tr);
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game.testLine (pev->origin, pev->origin - pev->angles.right () * 52.0f, TraceIgnore::Monsters, ent (), &tr);
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// check if the trace hit something...
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if (tr.flFraction < 1.0f) {
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@ -3000,7 +3000,20 @@ bool Bot::checkWallOnRight () {
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TraceResult tr {};
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// do a trace to the right...
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game.testLine (pev->origin, pev->origin + pev->angles.right () * 42.0f, TraceIgnore::Monsters, ent (), &tr);
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game.testLine (pev->origin, pev->origin + pev->angles.right () * 52.0f, TraceIgnore::Monsters, ent (), &tr);
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// check if the trace hit something...
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if (tr.flFraction < 1.0f) {
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return true;
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}
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return false;
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}
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bool Bot::checkWallOnBehind () {
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TraceResult tr {};
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// do a trace to the right...
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game.testLine (pev->origin, pev->origin - pev->angles.forward () * 52.0f, TraceIgnore::Monsters, ent (), &tr);
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// check if the trace hit something...
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if (tr.flFraction < 1.0f) {
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