Bots are now able to destroy random breakables around him, without touching them.
Added cvars descriptions and yapb.cfg generation. Finally fixed bomb-defuse problems. Fixed unaligned access in bot compression/decompression. Fixed low-fps aim code falure.
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ef1faabfe6
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21 changed files with 523 additions and 293 deletions
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@ -268,13 +268,13 @@ CR_DECLARE_SCOPED_ENUM (Weapon,
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// buy counts
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CR_DECLARE_SCOPED_ENUM (BuyState,
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PrimaryWeapon = 0,
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ArmorVestHelm ,
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SecondaryWeapon,
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Grenades,
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DefusalKit,
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Ammo,
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NightVision,
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Done
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ArmorVestHelm,
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SecondaryWeapon,
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Grenades,
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DefusalKit,
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Ammo,
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NightVision,
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Done
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)
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// economics limits
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@ -284,7 +284,7 @@ CR_DECLARE_SCOPED_ENUM (EcoLimit,
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SmgTEGreater,
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ShotgunGreater,
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ShotgunLess,
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HeavyGreater ,
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HeavyGreater,
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HeavyLess,
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ProstockNormal,
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ProstockRusher,
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@ -513,11 +513,17 @@ public:
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{ }
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};
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// clients noise
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struct ClientNoise {
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Vector pos;
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float dist;
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float last;
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};
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// array of clients struct
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struct Client {
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edict_t *ent; // pointer to actual edict
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Vector origin; // position in the world
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Vector sound; // position sound was played
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int team; // bot team
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int team2; // real bot team in free for all mode (csdm)
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int flags; // client flags
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@ -526,9 +532,8 @@ struct Client {
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int ping; // when bot latency is enabled, client ping stored here
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int iconFlags[kGameMaxPlayers]; // flag holding chatter icons
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float iconTimestamp[kGameMaxPlayers]; // timers for chatter icons
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float hearingDistance; // distance this sound is heared
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float timeSoundLasting; // time sound is played/heared
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bool pingUpdate; // update ping ?
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ClientNoise noise;
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};
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// define chatting collection structure
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@ -733,7 +738,6 @@ private:
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bool isOccupiedNode (int index);
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bool seesItem (const Vector &dest, const char *itemName);
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bool lastEnemyShootable ();
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bool isShootableBreakable (edict_t *ent);
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bool rateGroundWeapon (edict_t *ent);
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bool reactOnEnemy ();
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bool selectBestNextNode ();
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@ -975,6 +979,7 @@ public:
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void showChaterIcon (bool show);
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void clearSearchNodes ();
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void checkBreakable (edict_t *touch);
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void checkBreablesAround ();
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void startTask (Task id, float desire, int data, float time, bool resume);
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void clearTask (Task id);
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void filterTasks ();
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