add: report of the enemies' count
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9c5de623dc
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5 changed files with 59 additions and 2 deletions
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@ -57,6 +57,10 @@ Event Chatter_WonTheRound = good_job_team, nice_work_team, way_to_be_team, well_
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Event Chatter_QuicklyWonTheRound = i_am_dangerous, do_not_mess_with_me, we_owned_them, they_never_knew_what_hit_them, thats_the_way_this_is_done, and_thats_how_its_done, owned, yesss, yesss2, yea_baby, whoo, whoo2, oh_yea, oh_yea2
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Event Chatter_ScaredEmotion = whoa, uh_oh, oh_no, yikes, oh, oh_boy, oh_boy2, aah
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Event Chatter_HeardEnemy = i_hear_them, hang_on_i_heard_something, i_hear_something, i_heard_them, i_heard_something_over_there
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Event Chatter_SpottedOneEnemy = one_guy
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Event Chatter_SpottedTwoEnemies = two_of_them
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Event Chatter_SpottedThreeEnemies = three, three_of_them
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Event Chatter_TooManyEnemies = a_bunch_of_them, theyre_all_over_the_place2, theyre_everywhere2, theres_too_many_of_them, theres_too_many, too_many2, the_actions_hot_here, its_a_party
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Event Chatter_SniperWarning = sniper, sniper2, watch_it_theres_a_sniper
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Event Chatter_SniperKilled = got_the_sniper, got_the_sniper2, sniper_down, took_out_the_sniper, the_sniper_is_dead
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Event Chatter_VIPSpotted = i_see_our_target, target_spotted, target_acquired
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@ -195,6 +195,10 @@ CR_DECLARE_SCOPED_ENUM (Chatter,
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WonTheRound,
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ScaredEmotion,
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HeardTheEnemy,
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SpottedOneEnemy,
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SpottedTwoEnemies,
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SpottedThreeEnemies,
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TooManyEnemies,
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SniperWarning,
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SniperKilled,
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VIPSpotted,
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@ -2446,6 +2446,10 @@ void Bot::checkRadioQueue () {
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case Radio::EnemySpotted:
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case Radio::NeedBackup:
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case Chatter::SpottedOneEnemy:
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case Chatter::SpottedTwoEnemies:
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case Chatter::SpottedThreeEnemies:
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case Chatter::TooManyEnemies:
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case Chatter::ScaredEmotion:
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case Chatter::PinnedDown:
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if (((game.isNullEntity (m_enemy) && seesEntity (m_radioEntity->v.origin)) || distanceSq < cr::sqrf (2048.0f) || !m_moveToC4)
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@ -2686,7 +2690,30 @@ void Bot::checkRadioQueue () {
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break;
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case Task::Attack:
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pushChatterMessage (Chatter::InCombat);
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if (rg.chance (50)) {
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pushChatterMessage (Chatter::InCombat);
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}
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else {
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if (cv_radio_mode.as <int> () == 2) {
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switch (numEnemiesNear (pev->origin, 384.0f)) {
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case 1:
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pushChatterMessage (Chatter::SpottedOneEnemy);
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break;
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case 2:
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pushChatterMessage (Chatter::SpottedTwoEnemies);
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break;
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case 3:
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pushChatterMessage (Chatter::SpottedThreeEnemies);
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break;
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default:
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pushChatterMessage (Chatter::TooManyEnemies);
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break;
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}
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}
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else if (cv_radio_mode.as <int> () == 1) {
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pushRadioMessage (Radio::EnemySpotted);
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}
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}
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break;
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case Task::Hide:
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@ -399,7 +399,25 @@ bool Bot::lookupEnemies () {
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}
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else {
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if (m_seeEnemyTime + 3.0f < game.time () && (m_hasC4 || m_hasHostage || !game.isNullEntity (m_targetEntity))) {
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pushRadioMessage (Radio::EnemySpotted);
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if (cv_radio_mode.as <int> () == 2) {
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switch (numEnemiesNear (pev->origin, 384.0f)) {
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case 1:
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pushChatterMessage (Chatter::SpottedOneEnemy);
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break;
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case 2:
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pushChatterMessage (Chatter::SpottedTwoEnemies);
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break;
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case 3:
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pushChatterMessage (Chatter::SpottedThreeEnemies);
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break;
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default:
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pushChatterMessage (Chatter::TooManyEnemies);
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break;
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}
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}
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else if (cv_radio_mode.as <int> () == 1) {
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pushRadioMessage (Radio::EnemySpotted);
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}
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}
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m_targetEntity = nullptr; // stop following when we see an enemy...
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@ -297,6 +297,10 @@ void BotConfig::loadChatterConfig () {
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{ "Chatter_FoundC4", Chatter::FoundC4, 5.5f },
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{ "Chatter_ScaredEmotion", Chatter::ScaredEmotion, 6.1f },
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{ "Chatter_HeardEnemy", Chatter::HeardTheEnemy, 12.8f },
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{ "Chatter_SpottedOneEnemy", Chatter::SpottedOneEnemy, 4.0f },
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{ "Chatter_SpottedTwoEnemies", Chatter::SpottedTwoEnemies, 4.0f },
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{ "Chatter_SpottedThreeEnemies", Chatter::SpottedThreeEnemies, 4.0f },
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{ "Chatter_TooManyEnemies", Chatter::TooManyEnemies, 4.0f },
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{ "Chatter_SniperWarning", Chatter::SniperWarning, 14.3f },
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{ "Chatter_SniperKilled", Chatter::SniperKilled, 12.1f },
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{ "Chatter_OneEnemyLeft", Chatter::OneEnemyLeft, 12.5f },
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