nav: allow to get more distant nodes to defend
aim: apply distance restriction for aiming node if not suspecting/hearing enemy nav: tweaked a little node reachability distances add: yb_avoid_grenades cvar ai: bot's will try to cover if blinded and highskilled
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3 changed files with 66 additions and 22 deletions
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@ -636,6 +636,7 @@ private:
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int m_liftState {}; // state of lift handling
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int m_radioSelect {}; // radio entry
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float m_headedTime {};
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float m_prevTime {}; // time previously checked movement speed
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float m_heavyTimestamp; // is it time to execute heavy-weight functions
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@ -749,7 +750,7 @@ private:
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BinaryHeap <RouteTwin> m_routeQue;
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Path *m_path {}; // pointer to the current path node
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String m_chatBuffer; // space for strings (say text...)
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FrustumPlane m_frustum[FrustumSide::Num] {};
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FrustumPlane m_frustum[FrustumSide::Num] {};
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private:
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int pickBestWeapon (int *vec, int count, int moneySave);
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@ -982,6 +983,7 @@ public:
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float m_kpdRatio; // kill per death ratio
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float m_healthValue; // clamped bot health
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int m_blindNodeIndex {}; // node index to cover when blind
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int m_flashLevel {}; // flashlight level
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int m_basePing; // base ping for bot
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int m_numEnemiesLeft {}; // number of enemies alive left on map
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