Fixed detection mp_freeforall for regamedll.
Added missing addon entities for regamedll. Fixed bots keep adding to game event when there is now spawn points left on map. Reduced a little bot difficulty at higher levels.
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78b2cb968a
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5a7dbc2463
8 changed files with 110 additions and 30 deletions
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@ -201,6 +201,8 @@ bool Bot::lookupEnemies (void) {
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edict_t *player, *newEnemy = nullptr;
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float nearestDistance = cr::square (m_viewDistance);
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extern ConVar yb_whose_your_daddy;
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// clear suspected flag
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if (!engine.isNullEntity (m_enemy) && (m_states & STATE_SEEING_ENEMY)) {
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m_states &= ~STATE_SUSPECT_ENEMY;
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@ -272,8 +274,8 @@ bool Bot::lookupEnemies (void) {
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m_aimFlags |= AIM_ENEMY;
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m_states |= STATE_SEEING_ENEMY;
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// if enemy is still visible and in field of view, keep it keep track of when we last saw an enemy
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if (newEnemy == m_enemy) {
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// if enemy is still visible and in field of view, keep it keep track of when we last saw an enemy
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m_seeEnemyTime = engine.timebase ();
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// zero out reaction time
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@ -284,12 +286,12 @@ bool Bot::lookupEnemies (void) {
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return true;
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}
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else {
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if (m_seeEnemyTime + 3.0 < engine.timebase () && (m_hasC4 || hasHostage () || !engine.isNullEntity (m_targetEntity))) {
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if (m_seeEnemyTime + 3.0f < engine.timebase () && (m_hasC4 || hasHostage () || !engine.isNullEntity (m_targetEntity))) {
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pushRadioMessage (RADIO_ENEMY_SPOTTED);
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}
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m_targetEntity = nullptr; // stop following when we see an enemy...
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if (rng.getInt (0, 100) < m_difficulty * 25) {
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if (yb_whose_your_daddy.boolean ()) {
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m_enemySurpriseTime = m_actualReactionTime * 0.5f;
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}
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else {
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