nav: fix double jumping when bot gets stuck
bot: restore bot difficulty levels (ref #729) bot: probably fix freezetime accident shooting (ref #729) build: use noexecstack when building library refactor: rework some old code and remove unnecessary things
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70a11d6427
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26 changed files with 157 additions and 194 deletions
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@ -3053,12 +3053,7 @@ void Bot::frame () {
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if (m_thinkTimer.time < game.time ()) {
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m_thinkTimer.time = game.time () + m_thinkTimer.interval;
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if (m_fullThinkTimer.time < game.time ()) {
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m_fullThinkTimer.time = game.time () + m_fullThinkTimer.interval;
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update ();
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}
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upkeep ();
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update ();
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}
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if (m_slowFrameTimestamp > game.time ()) {
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@ -3182,6 +3177,7 @@ void Bot::update () {
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else if (!m_botMovement) {
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resetMovement ();
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}
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runMovement ();
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}
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void Bot::logicDuringFreezetime () {
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@ -3199,7 +3195,7 @@ void Bot::logicDuringFreezetime () {
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if (rg.chance (15) && m_jumpTime < game.time ()) {
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pev->button |= IN_JUMP;
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m_jumpTime = game.time () + rg (1.0f, 2.0f);
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m_jumpTime = game.time () + rg (1.0f, 3.0f);
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}
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static Array <edict_t *> players {};
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players.clear ();
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@ -3253,7 +3249,7 @@ void Bot::logicDuringFreezetime () {
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m_needToSendWelcomeChat = false;
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}
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}
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m_changeViewTime = game.time () + rg (1.25f, 2.0f);
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m_changeViewTime = game.time () + rg (1.25f, 3.0f);
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}
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void Bot::executeTasks () {
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@ -3389,6 +3385,9 @@ void Bot::logic () {
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m_isUsingGrenade = false;
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executeTasks (); // execute current task
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setAimDirection (); // choose aim direction
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updateLookAngles (); // and turn to chosen aim direction
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doFireWeapons (); // fire the weapons
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// check for reloading
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if (m_reloadCheckTime <= game.time ()) {
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@ -3471,14 +3470,6 @@ void Bot::logic () {
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m_lastDamageType = -1; // reset damage
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}
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void Bot::upkeep () {
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setAimDirection ();
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doFireWeapons ();
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updateLookAngles ();
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runMovement ();
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}
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void Bot::spawned () {
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if (game.is (GameFlags::CSDM | GameFlags::ZombieMod)) {
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newRound ();
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