commit
d5f16df3d6
8 changed files with 111 additions and 62 deletions
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@ -63,7 +63,7 @@ enum GameFlags
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GAME_CZERO = (1 << 2), // Counter-Strike: Condition Zero
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GAME_LEGACY = (1 << 3), // Counter-Strike 1.3-1.5 with/without Steam
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GAME_MOBILITY = (1 << 4), // additional flag that bot is running on android (additional flag)
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GAME_OFFICIAL_CSBOT = (1 << 5) // additional flag that indicates offficial cs bots are ingame
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GAME_OFFICIAL_CSBOT = (1 << 5) // additional flag that indicates official cs bots are in game
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};
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// log levels
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@ -74,7 +74,6 @@ enum LogLevel
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LL_ERROR = 3, // error log message
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LL_IGNORE = 4, // additional flag
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LL_FATAL = 5 // fatal error log message (terminate the game!)
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};
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// chat types id's
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@ -284,6 +283,34 @@ enum Weapon
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#endif
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};
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// buy counts
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enum BuyState
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{
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BUYSTATE_PRIMARY_WEAPON = 0,
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BUYSTATE_ARMOR_VESTHELM,
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BUYSTATE_SECONDARY_WEAPON,
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BUYSTATE_GRENADES,
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BUYSTATE_DEFUSER,
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BUYSTATE_AMMO,
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BUYSTATE_FINISHED
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};
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// economics limits
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enum EconomyLimit
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{
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ECO_PRIMARY_GT = 0,
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ECO_SMG_GT_CT,
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ECO_SMG_GT_TE,
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ECO_SHOTGUN_GT,
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ECO_SHOTGUN_LT,
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ECO_HEAVY_GT,
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ECO_HEAVY_LT,
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ECO_PROSTOCK_NORMAL,
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ECO_PROSTOCK_RUSHER,
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ECO_PROSTOCK_CAREFUL,
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ECO_SHIELDGUN_GT
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};
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// defines for pickup items
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enum PickupType
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{
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@ -445,6 +472,14 @@ enum PathFlag
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PATHFLAG_JUMP = (1 << 0), // must jump for this connection
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};
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// enum pathfind search type
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enum SearchPathType
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{
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SEARCH_PATH_FASTEST = 0,
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SEARCH_PATH_SAFEST_FASTER,
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SEARCH_PATH_SAFEST
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};
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// defines waypoint connection types
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enum PathConnection
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{
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@ -752,7 +787,7 @@ private:
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PathNode *m_navNodeStart; // pointer to start of path finding nodes
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Path *m_currentPath; // pointer to the current path waypoint
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unsigned char m_pathType; // which pathfinder to use
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SearchPathType m_pathType; // which pathfinder to use
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unsigned char m_visibility; // visibility flags
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int m_currentWaypointIndex; // current waypoint index
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@ -854,7 +889,7 @@ private:
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void PurchaseWeapons (void);
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bool IsMorePowerfulWeaponCanBeBought (void);
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int PickBestFromRandom (int *random, int count);
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int PickBestFromRandom (int *random, int count, int moneySave);
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bool CanDuckUnder (const Vector &normal);
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bool CanJumpUp (const Vector &normal);
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@ -1018,7 +1053,7 @@ private:
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int GetAimingWaypoint (const Vector &to);
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void FindShortestPath (int srcIndex, int destIndex);
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void FindPath (int srcIndex, int destIndex, unsigned char pathType = 0);
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void FindPath (int srcIndex, int destIndex, SearchPathType pathType = SEARCH_PATH_FASTEST);
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void DebugMsg (const char *format, ...);
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void PeriodicThink (void);
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@ -1153,7 +1188,7 @@ public:
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void DisplayDebugOverlay (void);
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void NewRound (void);
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void EquipInBuyzone (int buyCount);
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void EquipInBuyzone (int buyState);
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void PushMessageQueue (int message);
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void PrepareChatMessage (char *text);
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bool FindWaypoint (void);
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@ -49,6 +49,7 @@
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<ProjectGuid>{C232645A-3B99-48F4-A1F3-F20CF0A9568B}</ProjectGuid>
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<RootNamespace>yapb</RootNamespace>
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<TargetPlatformVersion>8.1</TargetPlatformVersion>
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<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
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@ -80,7 +81,7 @@
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<IgnoreImportLibrary>true</IgnoreImportLibrary>
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<LinkIncremental>true</LinkIncremental>
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<EmbedManifest>false</EmbedManifest>
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<CodeAnalysisRuleSet>AllRules.ruleset</CodeAnalysisRuleSet>
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<CodeAnalysisRuleSet>NativeRecommendedRules.ruleset</CodeAnalysisRuleSet>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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<OutDir>.\release\</OutDir>
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@ -1104,12 +1104,12 @@ void Bot::CheckMessageQueue (void)
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// if bot buying is off then no need to buy
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if (!yb_botbuy.GetBool ())
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m_buyState = 6;
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m_buyState = BUYSTATE_FINISHED;
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// if fun-mode no need to buy
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if (yb_jasonmode.GetBool ())
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{
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m_buyState = 6;
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m_buyState = BUYSTATE_FINISHED;
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SelectWeaponByName ("weapon_knife");
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}
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@ -1117,8 +1117,8 @@ void Bot::CheckMessageQueue (void)
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if (IsPlayerVIP (GetEntity ()))
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{
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m_isVIP = true;
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m_buyState = 6;
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m_pathType = 0;
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m_buyState = BUYSTATE_FINISHED;
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m_pathType = SEARCH_PATH_FASTEST;
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}
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// prevent terrorists from buying on es maps
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@ -1128,13 +1128,13 @@ void Bot::CheckMessageQueue (void)
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// prevent teams from buying on fun maps
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if (g_mapType & (MAP_KA | MAP_FY))
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{
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m_buyState = 6;
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m_buyState = BUYSTATE_FINISHED;
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if (g_mapType & MAP_KA)
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yb_jasonmode.SetInt (1);
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}
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if (m_buyState > 5)
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if (m_buyState > BUYSTATE_FINISHED - 1)
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{
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m_buyingFinished = true;
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return;
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@ -1382,11 +1382,11 @@ bool Bot::IsMorePowerfulWeaponCanBeBought (void)
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return false;
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}
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int Bot::PickBestFromRandom (int *random, int count)
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int Bot::PickBestFromRandom(int *random, int count, int moneySave)
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{
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// this function taken from gina bot, it's picks best available weapon from random choice
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float buyFactor = (m_moneyAmount - 3000.0f) / (16000.0f - 3000.0f) * 3.0f;
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float buyFactor = (m_moneyAmount - static_cast <float> (moneySave)) / (16000.0f - static_cast <float> (moneySave)) * 3.0f;
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if (buyFactor < 1.0f)
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buyFactor = 1.0f;
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@ -1410,15 +1410,16 @@ void Bot::PurchaseWeapons (void)
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bool isPistolMode = g_weaponSelect[25].teamStandard == -1 && g_weaponSelect[3].teamStandard == 2;
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bool teamEcoValid = bots.EconomicsValid (m_team);
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// do this, because xash engine is not capable to run all the features goldsrc, but we have cs 1.6 on it, so buy table must be the same
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bool isOldGame = (g_gameFlags & GAME_LEGACY) && !(g_gameFlags & GAME_XASH);
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switch (m_buyState)
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{
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case 0: // if no primary weapon and bot has some money, buy a primary weapon
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case BUYSTATE_PRIMARY_WEAPON: // if no primary weapon and bot has some money, buy a primary weapon
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if ((!HasShield () && !HasPrimaryWeapon () && teamEcoValid) || (teamEcoValid && IsMorePowerfulWeaponCanBeBought ()))
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{
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int moneySave = 0;
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do
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{
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bool ignoreWeapon = false;
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@ -1450,21 +1451,22 @@ void Bot::PurchaseWeapons (void)
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if (IsRestricted (selectedWeapon->id))
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continue;
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int economicsPrice = 0;
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int *limit = g_botBuyEconomyTable;
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int prostock = 0;
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// filter out weapons with bot economics (thanks for idea to nicebot project)
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// filter out weapons with bot economics
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switch (m_personality)
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{
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case PERSONALITY_RUSHER:
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economicsPrice = g_botBuyEconomyTable[8];
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prostock = limit[ECO_PROSTOCK_RUSHER];
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break;
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case PERSONALITY_CAREFUL:
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economicsPrice = g_botBuyEconomyTable[7];
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prostock = limit[ECO_PROSTOCK_CAREFUL];
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break;
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case PERSONALITY_NORMAL:
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economicsPrice = g_botBuyEconomyTable[9];
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prostock = limit[ECO_PROSTOCK_NORMAL];
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break;
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}
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@ -1476,12 +1478,12 @@ void Bot::PurchaseWeapons (void)
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case WEAPON_UMP45:
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case WEAPON_P90:
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case WEAPON_MP5:
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if (m_moneyAmount > g_botBuyEconomyTable[1] + economicsPrice)
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if (m_moneyAmount > limit[ECO_SMG_GT_CT] + prostock)
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ignoreWeapon = true;
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break;
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}
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if (selectedWeapon->id == WEAPON_SHIELD && m_moneyAmount > g_botBuyEconomyTable[10])
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if (selectedWeapon->id == WEAPON_SHIELD && m_moneyAmount > limit[ECO_SHIELDGUN_GT])
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ignoreWeapon = true;
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}
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else if (m_team == TERRORIST)
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@ -1493,7 +1495,7 @@ void Bot::PurchaseWeapons (void)
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case WEAPON_P90:
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case WEAPON_MP5:
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case WEAPON_SCOUT:
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if (m_moneyAmount > g_botBuyEconomyTable[2] + economicsPrice)
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if (m_moneyAmount > limit[ECO_SMG_GT_TE] + prostock)
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ignoreWeapon = true;
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break;
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}
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@ -1503,8 +1505,12 @@ void Bot::PurchaseWeapons (void)
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{
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case WEAPON_XM1014:
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case WEAPON_M3:
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if (m_moneyAmount < g_botBuyEconomyTable[3] || m_moneyAmount > g_botBuyEconomyTable[4])
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if (m_moneyAmount < limit[ECO_SHOTGUN_LT])
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ignoreWeapon = true;
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if (m_moneyAmount >= limit[ECO_SHOTGUN_GT])
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ignoreWeapon = false;
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break;
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}
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@ -1514,15 +1520,20 @@ void Bot::PurchaseWeapons (void)
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case WEAPON_G3SG1:
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case WEAPON_AWP:
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case WEAPON_M249:
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if (m_moneyAmount < g_botBuyEconomyTable[5] || m_moneyAmount > g_botBuyEconomyTable[6])
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if (m_moneyAmount < limit[ECO_HEAVY_LT])
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ignoreWeapon = true;
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if (m_moneyAmount >= limit[ECO_HEAVY_GT])
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ignoreWeapon = false;
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break;
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}
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if (ignoreWeapon && g_weaponSelect[25].teamStandard == 1 && yb_economics_rounds.GetBool ())
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continue;
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int moneySave = Random.Long (900, 1100);
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// save money for grenade for example?
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moneySave = Random.Long (300, 600);
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if (bots.GetLastWinner () == m_team)
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moneySave = 0;
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@ -1539,7 +1550,7 @@ void Bot::PurchaseWeapons (void)
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// choose randomly from the best ones...
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if (foundWeapons > 1)
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chosenWeapon = PickBestFromRandom (choices, foundWeapons);
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chosenWeapon = PickBestFromRandom (choices, foundWeapons, moneySave);
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else
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chosenWeapon = choices[foundWeapons - 1];
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@ -1574,7 +1585,7 @@ void Bot::PurchaseWeapons (void)
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break;
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}
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case 1: // if armor is damaged and bot has some money, buy some armor
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case BUYSTATE_ARMOR_VESTHELM: // if armor is damaged and bot has some money, buy some armor
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if (pev->armorvalue < Random.Long (50, 80) && (isPistolMode || (teamEcoValid && HasPrimaryWeapon ())))
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{
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// if bot is rich, buy kevlar + helmet, else buy a single kevlar
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@ -1585,7 +1596,7 @@ void Bot::PurchaseWeapons (void)
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}
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break;
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case 2: // if bot has still some money, buy a better secondary weapon
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case BUYSTATE_SECONDARY_WEAPON: // if bot has still some money, buy a better secondary weapon
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if (isPistolMode || (HasPrimaryWeapon () && (pev->weapons & ((1 << WEAPON_USP) | (1 << WEAPON_GLOCK))) && m_moneyAmount > Random.Long (7500, 9000)))
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{
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do
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@ -1627,7 +1638,7 @@ void Bot::PurchaseWeapons (void)
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// choose randomly from the best ones...
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if (foundWeapons > 1)
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chosenWeapon = PickBestFromRandom (choices, foundWeapons);
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chosenWeapon = PickBestFromRandom (choices, foundWeapons, Random.Long (100, 200));
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else
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chosenWeapon = choices[foundWeapons - 1];
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@ -1654,7 +1665,7 @@ void Bot::PurchaseWeapons (void)
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}
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break;
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case 3: // if bot has still some money, choose if bot should buy a grenade or not
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case BUYSTATE_GRENADES: // if bot has still some money, choose if bot should buy a grenade or not
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if (Random.Long (1, 100) < g_grenadeBuyPrecent[0] && m_moneyAmount >= 400 && !IsRestricted (WEAPON_EXPLOSIVE))
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{
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// buy a he grenade
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@ -1677,7 +1688,7 @@ void Bot::PurchaseWeapons (void)
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}
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break;
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case 4: // if bot is CT and we're on a bomb map, randomly buy the defuse kit
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case BUYSTATE_DEFUSER: // if bot is CT and we're on a bomb map, randomly buy the defuse kit
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if ((g_mapType & MAP_DE) && m_team == CT && Random.Long (1, 100) < 80 && m_moneyAmount > 200 && !IsRestricted (WEAPON_DEFUSER))
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{
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if (isOldGame)
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@ -1687,7 +1698,7 @@ void Bot::PurchaseWeapons (void)
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}
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break;
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case 5: // buy enough primary & secondary ammo (do not check for money here)
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case BUYSTATE_AMMO: // buy enough primary & secondary ammo (do not check for money here)
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for (int i = 0; i <= 5; i++)
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FakeClientCommand (GetEntity (), "buyammo%d", Random.Long (1, 2)); // simulate human
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@ -3245,7 +3256,7 @@ void Bot::RunTask_Normal (void)
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// do pathfinding if it's not the current waypoint
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if (destIndex != m_currentWaypointIndex)
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FindPath (m_currentWaypointIndex, destIndex, ((g_bombPlanted && m_team == CT) || yb_debug_goal.GetInt () != -1) ? 0 : m_pathType);
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FindPath (m_currentWaypointIndex, destIndex, ((g_bombPlanted && m_team == CT) || yb_debug_goal.GetInt () != -1) ? SEARCH_PATH_FASTEST : m_pathType);
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}
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else
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{
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@ -3390,7 +3401,7 @@ void Bot::RunTask_SeekCover (void)
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TaskComplete ();
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m_prevGoalIndex = -1;
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m_pathType = 0;
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m_pathType = SEARCH_PATH_FASTEST;
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// start hide task
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PushTask (TASK_HIDE, TASKPRI_HIDE, -1, GetWorldTime () + Random.Float (5.0f, 15.0f), false);
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@ -3458,7 +3469,7 @@ void Bot::RunTask_SeekCover (void)
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GetTask ()->data = destIndex;
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if (destIndex != m_currentWaypointIndex)
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FindPath (m_currentWaypointIndex, destIndex, 0);
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FindPath (m_currentWaypointIndex, destIndex, SEARCH_PATH_FASTEST);
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}
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}
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@ -3785,7 +3796,7 @@ void Bot::RunTask_PlantBomb (void)
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TaskComplete ();
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// tell teammates to move over here...
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if (GetNearbyFriendsNearPosition (pev->origin, 1200) != 0)
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if (GetNearbyFriendsNearPosition (pev->origin, 1200.0f) != 0)
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RadioMessage (Radio_NeedBackup);
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DeleteSearchNodes ();
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@ -4481,7 +4492,7 @@ void Bot::RunTask_PickupItem ()
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if (HasShield ()) // If we have the shield...
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FakeClientCommand (GetEntity (), "drop"); // discard both shield and pistol
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}
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EquipInBuyzone (0);
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EquipInBuyzone (BUYSTATE_PRIMARY_WEAPON);
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}
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else
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{
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@ -4493,7 +4504,7 @@ void Bot::RunTask_PickupItem ()
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SelectWeaponbyNumber (weaponID);
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FakeClientCommand (GetEntity (), "drop");
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}
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EquipInBuyzone (0);
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EquipInBuyzone (BUYSTATE_PRIMARY_WEAPON);
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}
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CheckSilencer (); // check the silencer
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}
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@ -4988,9 +4999,6 @@ void Bot::BotAI (void)
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// save the previous speed (for checking if stuck)
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m_prevSpeed = fabsf (m_moveSpeed);
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m_lastDamageType = -1; // reset damage
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pev->angles.ClampAngles ();
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pev->v_angle.ClampAngles ();
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}
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void Bot::DisplayDebugOverlay (void)
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@ -5566,7 +5574,7 @@ void Bot::DiscardWeaponForUser (edict_t *user, bool discardC4)
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if (m_inBuyZone)
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{
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m_buyingFinished = false;
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m_buyState = 0;
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m_buyState = BUYSTATE_PRIMARY_WEAPON;
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PushMessageQueue (GSM_BUY_STUFF);
|
||||
m_nextBuyTime = GetWorldTime ();
|
||||
|
|
@ -5750,7 +5758,7 @@ void Bot::MoveToVector (const Vector &to)
|
|||
if (to.IsZero ())
|
||||
return;
|
||||
|
||||
FindPath (m_currentWaypointIndex, waypoints.FindNearest (to), 0);
|
||||
FindPath (m_currentWaypointIndex, waypoints.FindNearest (to), SEARCH_PATH_FASTEST);
|
||||
}
|
||||
|
||||
byte Bot::ThrottledMsec (void)
|
||||
|
|
@ -6023,7 +6031,7 @@ bool Bot::IsShootableBreakable (edict_t *ent)
|
|||
return false;
|
||||
}
|
||||
|
||||
void Bot::EquipInBuyzone (int buyCount)
|
||||
void Bot::EquipInBuyzone (int buyState)
|
||||
{
|
||||
// this function is gets called when bot enters a buyzone, to allow bot to buy some stuff
|
||||
|
||||
|
|
@ -6036,7 +6044,7 @@ void Bot::EquipInBuyzone (int buyCount)
|
|||
if (m_seeEnemyTime + 5.0f < GetWorldTime () && m_lastEquipTime + 15.0f < GetWorldTime () && m_inBuyZone && checkBuyTime && !g_bombPlanted && m_moneyAmount > g_botBuyEconomyTable[0])
|
||||
{
|
||||
m_buyingFinished = false;
|
||||
m_buyState = buyCount;
|
||||
m_buyState = buyState;
|
||||
|
||||
// push buy message
|
||||
PushMessageQueue (GSM_BUY_STUFF);
|
||||
|
|
|
|||
|
|
@ -199,7 +199,6 @@ int BotManager::CreateBot (const String &name, int difficulty, int personality,
|
|||
CenterPrint ("Maximum players reached (%d/%d). Unable to create Bot.", GetMaxClients (), GetMaxClients ());
|
||||
return 2;
|
||||
}
|
||||
|
||||
int index = IndexOfEntity (bot) - 1;
|
||||
|
||||
InternalAssert (index >= 0 && index <= 32); // check index
|
||||
|
|
@ -1079,15 +1078,15 @@ void Bot::NewRound (void)
|
|||
switch (m_personality)
|
||||
{
|
||||
case PERSONALITY_NORMAL:
|
||||
m_pathType = Random.Long (0, 100) > 50 ? 1 : 2;
|
||||
m_pathType = Random.Long (0, 100) > 50 ? SEARCH_PATH_SAFEST_FASTER : SEARCH_PATH_SAFEST;
|
||||
break;
|
||||
|
||||
case PERSONALITY_RUSHER:
|
||||
m_pathType = 0;
|
||||
m_pathType = SEARCH_PATH_FASTEST;
|
||||
break;
|
||||
|
||||
case PERSONALITY_CAREFUL:
|
||||
m_pathType = 2;
|
||||
m_pathType = SEARCH_PATH_SAFEST;
|
||||
break;
|
||||
}
|
||||
|
||||
|
|
@ -1190,7 +1189,7 @@ void Bot::NewRound (void)
|
|||
m_sayTextBuffer.entityIndex = -1;
|
||||
m_sayTextBuffer.sayText[0] = 0x0;
|
||||
|
||||
m_buyState = 0;
|
||||
m_buyState = BUYSTATE_PRIMARY_WEAPON;
|
||||
m_lastEquipTime = 0.0f;
|
||||
|
||||
if (!m_notKilled) // if bot died, clear all weapon stuff and force buying again
|
||||
|
|
|
|||
|
|
@ -1610,7 +1610,7 @@ float hfunctionNumberNodes (int index, int startIndex, int goalIndex)
|
|||
return hfunctionSquareDist (index, startIndex, goalIndex) / 128.0f * g_highestKills;
|
||||
}
|
||||
|
||||
void Bot::FindPath (int srcIndex, int destIndex, unsigned char pathType)
|
||||
void Bot::FindPath(int srcIndex, int destIndex, SearchPathType pathType /*= SEARCH_PATH_FASTEST */)
|
||||
{
|
||||
// this function finds a path from srcIndex to destIndex
|
||||
|
||||
|
|
@ -1656,7 +1656,7 @@ void Bot::FindPath (int srcIndex, int destIndex, unsigned char pathType)
|
|||
|
||||
switch (pathType)
|
||||
{
|
||||
case 0:
|
||||
case SEARCH_PATH_FASTEST:
|
||||
if ((g_mapType & MAP_CS) && HasHostage ())
|
||||
{
|
||||
gcalc = gfunctionPathDistWithHostage;
|
||||
|
|
@ -1669,7 +1669,7 @@ void Bot::FindPath (int srcIndex, int destIndex, unsigned char pathType)
|
|||
}
|
||||
break;
|
||||
|
||||
case 1:
|
||||
case SEARCH_PATH_SAFEST_FASTER:
|
||||
if (m_team == TERRORIST)
|
||||
{
|
||||
gcalc = gfunctionKillsDistT;
|
||||
|
|
@ -1687,7 +1687,7 @@ void Bot::FindPath (int srcIndex, int destIndex, unsigned char pathType)
|
|||
}
|
||||
break;
|
||||
|
||||
case 2:
|
||||
case SEARCH_PATH_SAFEST:
|
||||
default:
|
||||
if (m_team == TERRORIST)
|
||||
{
|
||||
|
|
@ -1719,6 +1719,12 @@ void Bot::FindPath (int srcIndex, int destIndex, unsigned char pathType)
|
|||
// remove the first node from the open list
|
||||
int currentIndex = openList.Pop ();
|
||||
|
||||
if (currentIndex < 0 || currentIndex > g_numWaypoints)
|
||||
{
|
||||
AddLogEntry (false, LL_FATAL, "openList.Pop () = %d. It's not possible to continue execution. Please obtain better waypoint.");
|
||||
return;
|
||||
}
|
||||
|
||||
// is the current node the goal node?
|
||||
if (currentIndex == destIndex)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -232,7 +232,7 @@ void NetworkMsg::Execute (void *p)
|
|||
m_bot->m_inBuyZone = (enabled != 0);
|
||||
|
||||
// try to equip in buyzone
|
||||
m_bot->EquipInBuyzone (0);
|
||||
m_bot->EquipInBuyzone (BUYSTATE_PRIMARY_WEAPON);
|
||||
}
|
||||
else if (strcmp (PTR_TO_STR (p), "vipsafety") == 0)
|
||||
m_bot->m_inVIPZone = (enabled != 0);
|
||||
|
|
|
|||
|
|
@ -1220,7 +1220,7 @@ char *Localizer::TranslateInput (const char *input)
|
|||
{
|
||||
if (strcmp (string, m_langTab[i].original) == 0)
|
||||
{
|
||||
strncpy (string, m_langTab[i].translated, 1023);
|
||||
strncpy (string, m_langTab[i].translated, SIZEOF_CHAR (string));
|
||||
|
||||
if (ptr != input)
|
||||
strncat (string, ptr, 1024 - 1 - strlen (string));
|
||||
|
|
|
|||
|
|
@ -448,7 +448,7 @@ void Waypoint::Delete (void)
|
|||
|
||||
int index = FindNearest (g_hostEntity->v.origin, 50.0f);
|
||||
|
||||
if (index == -1)
|
||||
if (index < 0)
|
||||
return;
|
||||
|
||||
Path *path = NULL;
|
||||
|
|
@ -1271,7 +1271,7 @@ bool Waypoint::Reachable (Bot *bot, int index)
|
|||
|
||||
float distance = (dest - src).GetLength ();
|
||||
|
||||
// check is destination is close to us enoguh
|
||||
// check is destination is close to us enough
|
||||
if (distance >= 150.0f)
|
||||
return false;
|
||||
|
||||
|
|
@ -2570,7 +2570,7 @@ WaypointDownloadError WaypointDownloader::DoDownload (void)
|
|||
finished = true;
|
||||
|
||||
// ugly, but whatever
|
||||
if (buffer[recvPosition - 2] == '4' && buffer[recvPosition - 1] == '0' && buffer[recvPosition] == '4')
|
||||
if (recvPosition > 2 && buffer[recvPosition - 2] == '4' && buffer[recvPosition - 1] == '0' && buffer[recvPosition] == '4')
|
||||
{
|
||||
FreeSocket (socketHandle);
|
||||
return WDE_NOTFOUND_ERROR;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue