bot: add more support for zombie mod scenario (ref #563)
added multiple items to custom.cfg, so game delay timer cvar is now configurable, the infected team is configurable as well. creature (well, just zombies) now correctly detects their "creature" status even with custom model names (assumes that bot is on an infected team = zombie) Co-Authored-By: Max <161382234+dyspose@users.noreply.github.com>
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8 changed files with 91 additions and 14 deletions
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@ -47,7 +47,8 @@ CR_DECLARE_SCOPED_ENUM (GameFlags,
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HasFakePings = cr::bit (10), // on that game version we can fake bots pings
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HasBotVoice = cr::bit (11), // on that game version we can use chatter
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AnniversaryHL25 = cr::bit (12), // half-life 25th anniversary engine
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Xash3DLegacy = cr::bit (13) // old xash3d-branch
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Xash3DLegacy = cr::bit (13), // old xash3d-branch
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ZombieMod = cr::bit (14) // zombie mod is active
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)
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// defines map type
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@ -122,6 +122,7 @@ public:
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void setLastWinner (int winner);
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void checkBotModel (edict_t *ent, char *infobuffer);
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void checkNeedsToBeKicked ();
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void refreshCreatureStatus ();
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bool isTeamStacked (int team);
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bool kickRandom (bool decQuota = true, Team fromTeam = Team::Unassigned);
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@ -306,6 +306,7 @@ private:
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bool m_moveToC4 {}; // ct is moving to bomb
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bool m_needToSendWelcomeChat {}; // bot needs to greet people on server?
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bool m_isCreature {}; // bot is not a player, but something else ? zombie ?
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bool m_isOnInfectedTeam {}; // bot is zombie (this assumes bot is a creature)
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bool m_defuseNotified {}; // bot is notified about bomb defusion
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bool m_jumpSequence {}; // next path link will be jump link
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bool m_checkFall {}; // check bot fall
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@ -500,7 +501,7 @@ private:
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void selectWeaponByIndex (int index);
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void syncUpdatePredictedIndex ();
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void updatePredictedIndex ();
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void refreshModelName (char *infobuffer);
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void refreshCreatureStatus (char *infobuffer);
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void updateRightRef ();
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void completeTask ();
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