misc: refactored weapon type recognition.
fix: reverted body offsets from 2.7 version. fix: do not destroy breakable around if closer than 100 units. (#156 possible can be fixed). fix: minimum supported hl & cs version display. fix: csdm respawn outside of waypointed area causing pathfinder errors.
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10 changed files with 205 additions and 174 deletions
22
inc/yapb.h
22
inc/yapb.h
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@ -239,6 +239,19 @@ CR_DECLARE_SCOPED_ENUM (Chatter,
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Count
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)
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// counter strike weapon classes (types)
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CR_DECLARE_SCOPED_ENUM (WeaponType,
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None,
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Melee,
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Pistol,
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Shotgun,
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ZoomRifle,
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Rifle,
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SMG,
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Sniper,
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Heavy
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)
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// counter-strike weapon id's
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CR_DECLARE_SCOPED_ENUM (Weapon,
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P228 = 1,
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@ -524,6 +537,7 @@ struct WeaponInfo {
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int buySelectCT; // for counter-strike v1.6
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int penetratePower; // penetrate power
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int maxClip; // max ammo in clip
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int type; // weapon class
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bool primaryFireHold; // hold down primary fire button to use?
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public:
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@ -540,9 +554,10 @@ public:
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int buySelectCT,
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int penetratePower,
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int maxClip,
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int type,
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bool fireHold) : id (id), name (name), model (model), price (price), minPrimaryAmmo (minPriAmmo), teamStandard (teamStd),
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teamAS (teamAs), buyGroup (buyGroup), buySelect (buySelect), buySelectT (buySelectT), buySelectCT (buySelectCT),
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penetratePower (penetratePower), maxClip (maxClip), primaryFireHold (fireHold)
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penetratePower (penetratePower), maxClip (maxClip), type (type), primaryFireHold (fireHold)
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{ }
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};
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@ -980,6 +995,7 @@ public:
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int m_lastDamageType; // stores last damage
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int m_team; // bot team
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int m_currentWeapon; // one current weapon for each bot
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int m_weaponType; // current weapon type
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int m_ammoInClip[kMaxWeapons]; // ammo in clip for each weapons
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int m_ammo[MAX_AMMO_SLOTS]; // total ammo amounts
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@ -1025,6 +1041,7 @@ public:
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public:
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void logic (); /// the things that can be executed while skipping frames
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void spawned ();
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void takeBlind (int alpha);
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void takeDamage (edict_t *inflictor, int damage, int armor, int bits);
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void showDebugOverlay ();
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@ -1057,9 +1074,12 @@ public:
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bool usesPistol ();
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bool usesSniper ();
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bool usesSubmachine ();
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bool usesShotgun ();
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bool usesHeavy ();
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bool usesZoomableRifle ();
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bool usesBadWeapon ();
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bool usesCampGun ();
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bool usesKnife ();
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bool hasPrimaryWeapon ();
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bool hasSecondaryWeapon ();
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bool hasShield ();
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