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>
This commit is contained in:
parent
1df9da852c
commit
dedbf8ab82
8 changed files with 91 additions and 14 deletions
|
|
@ -306,6 +306,7 @@ private:
|
|||
bool m_moveToC4 {}; // ct is moving to bomb
|
||||
bool m_needToSendWelcomeChat {}; // bot needs to greet people on server?
|
||||
bool m_isCreature {}; // bot is not a player, but something else ? zombie ?
|
||||
bool m_isOnInfectedTeam {}; // bot is zombie (this assumes bot is a creature)
|
||||
bool m_defuseNotified {}; // bot is notified about bomb defusion
|
||||
bool m_jumpSequence {}; // next path link will be jump link
|
||||
bool m_checkFall {}; // check bot fall
|
||||
|
|
@ -500,7 +501,7 @@ private:
|
|||
void selectWeaponByIndex (int index);
|
||||
void syncUpdatePredictedIndex ();
|
||||
void updatePredictedIndex ();
|
||||
void refreshModelName (char *infobuffer);
|
||||
void refreshCreatureStatus (char *infobuffer);
|
||||
void updateRightRef ();
|
||||
|
||||
void completeTask ();
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue