yapb-noob-edition/source/combat.cpp
jeefo 62e9cccf7b Corrected usage of think interval for each bot.
Fixed double-jump task behaviour;.
Lowered CPU usage in player avoidance code.
Removed unused commands from 'yb help'.
Dirty fix for #44.
2017-02-06 22:31:54 +03:00

1648 lines
47 KiB
C++

//
// Yet Another POD-Bot, based on PODBot by Markus Klinge ("CountFloyd").
// Copyright (c) YaPB Development Team.
//
// This software is licensed under the BSD-style license.
// Additional exceptions apply. For full license details, see LICENSE.txt or visit:
// https://yapb.jeefo.net/license
//
#include <core.h>
ConVar yb_shoots_thru_walls ("yb_shoots_thru_walls", "2");
ConVar yb_ignore_enemies ("yb_ignore_enemies", "0");
ConVar yb_check_enemy_rendering ("yb_check_enemy_rendering", "0");
ConVar mp_friendlyfire ("mp_friendlyfire", nullptr, VT_NOREGISTER);
int Bot::GetNearbyFriendsNearPosition(const Vector &origin, float radius)
{
int count = 0;
for (int i = 0; i < engine.MaxClients (); i++)
{
const Client &client = g_clients[i];
if (!(client.flags & CF_USED) || !(client.flags & CF_ALIVE) || client.team != m_team || client.ent == GetEntity ())
continue;
if ((client.origin - origin).GetLengthSquared () < GET_SQUARE (radius))
count++;
}
return count;
}
int Bot::GetNearbyEnemiesNearPosition(const Vector &origin, float radius)
{
int count = 0;
for (int i = 0; i < engine.MaxClients (); i++)
{
const Client &client = g_clients[i];
if (!(client.flags & CF_USED) || !(client.flags & CF_ALIVE) || client.team == m_team)
continue;
if ((client.origin - origin).GetLengthSquared () < GET_SQUARE (radius))
count++;
}
return count;
}
bool Bot::IsEnemyHiddenByRendering (edict_t *enemy)
{
if (!yb_check_enemy_rendering.GetBool () || engine.IsNullEntity (enemy))
return false;
entvars_t &v = enemy->v;
bool enemyHasGun = (v.weapons & WEAPON_PRIMARY) || (v.weapons & WEAPON_SECONDARY);
bool enemyGunfire = (v.button & IN_ATTACK) || (v.oldbuttons & IN_ATTACK);
if ((v.renderfx == kRenderFxExplode || (v.effects & EF_NODRAW)) && (!enemyGunfire || !enemyHasGun))
return true;
if ((v.renderfx == kRenderFxExplode || (v.effects & EF_NODRAW)) && enemyGunfire && enemyHasGun)
return false;
if (v.renderfx != kRenderFxHologram && v.renderfx != kRenderFxExplode && v.rendermode != kRenderNormal)
{
if (v.renderfx == kRenderFxGlowShell)
{
if (v.renderamt <= 20.0f && v.rendercolor.x <= 20.0f && v.rendercolor.y <= 20.0f && v.rendercolor.z <= 20.0f)
{
if (!enemyGunfire || !enemyHasGun)
return true;
return false;
}
else if (!enemyGunfire && v.renderamt <= 60.0f && v.rendercolor.x <= 60.f && v.rendercolor.y <= 60.0f && v.rendercolor.z <= 60.0f)
return true;
}
else if (v.renderamt <= 20.0f)
{
if (!enemyGunfire || !enemyHasGun)
return true;
return false;
}
else if (!enemyGunfire && v.renderamt <= 60.0f)
return true;
}
return false;
}
bool Bot::CheckVisibility (edict_t *target, Vector *origin, uint8 *bodyPart)
{
// this function checks visibility of a bot target.
if (IsEnemyHiddenByRendering (target))
{
*bodyPart = 0;
origin->Zero ();
return false;
}
TraceResult result;
Vector eyes = EyePosition ();
Vector spot = target->v.origin;
*bodyPart = 0;
engine.TestLine (eyes, spot, TRACE_IGNORE_EVERYTHING, pev->pContainingEntity, &result);
if (result.flFraction >= 1.0f)
{
*bodyPart |= VISIBLE_BODY;
*origin = result.vecEndPos;
if (m_difficulty > 3)
origin->z += 3.0f;
}
// check top of head
spot = spot + Vector (0, 0, 25.0f);
engine.TestLine (eyes, spot, TRACE_IGNORE_EVERYTHING, pev->pContainingEntity, &result);
if (result.flFraction >= 1.0f)
{
*bodyPart |= VISIBLE_HEAD;
*origin = result.vecEndPos;
if (m_difficulty > 3)
origin->z += 1.0f;
}
if (*bodyPart != 0)
return true;
const float standFeet = 34.0f;
const float crouchFeet = 14.0f;
if (target->v.flags & FL_DUCKING)
spot.z = target->v.origin.z - crouchFeet;
else
spot.z = target->v.origin.z - standFeet;
engine.TestLine (eyes, spot, TRACE_IGNORE_EVERYTHING, pev->pContainingEntity, &result);
if (result.flFraction >= 1.0f)
{
*bodyPart |= VISIBLE_OTHER;
*origin = result.vecEndPos;
return true;
}
const float edgeOffset = 13.0f;
Vector dir = (target->v.origin - pev->origin).Normalize2D ();
Vector perp (-dir.y, dir.x, 0.0f);
spot = target->v.origin + Vector (perp.x * edgeOffset, perp.y * edgeOffset, 0);
engine.TestLine (eyes, spot, TRACE_IGNORE_EVERYTHING, pev->pContainingEntity, &result);
if (result.flFraction >= 1.0f)
{
*bodyPart |= VISIBLE_OTHER;
*origin = result.vecEndPos;
return true;
}
spot = target->v.origin - Vector (perp.x * edgeOffset, perp.y * edgeOffset, 0);
engine.TestLine (eyes, spot, TRACE_IGNORE_EVERYTHING, pev->pContainingEntity, &result);
if (result.flFraction >= 1.0f)
{
*bodyPart |= VISIBLE_OTHER;
*origin = result.vecEndPos;
return true;
}
return false;
}
bool Bot::IsEnemyViewable (edict_t *player)
{
if (engine.IsNullEntity (player))
return false;
bool forceTrueIfVisible = false;
if (IsValidPlayer (pev->dmg_inflictor) && engine.GetTeam (pev->dmg_inflictor) != m_team)
forceTrueIfVisible = true;
if ((IsInViewCone (player->v.origin + pev->view_ofs) || forceTrueIfVisible) && CheckVisibility (player, &m_enemyOrigin, &m_visibility))
{
m_seeEnemyTime = engine.Time ();
m_lastEnemy = player;
m_lastEnemyOrigin = player->v.origin;
return true;
}
return false;
}
bool Bot::LookupEnemy (void)
{
// this function tries to find the best suitable enemy for the bot
// do not search for enemies while we're blinded, or shooting disabled by user
if (m_enemyIgnoreTimer > engine.Time () || m_blindTime > engine.Time () || yb_ignore_enemies.GetBool ())
return false;
edict_t *player, *newEnemy = nullptr;
float nearestDistance = m_viewDistance;
// clear suspected flag
if (m_seeEnemyTime + 3.0f < engine.Time ())
m_states &= ~STATE_SUSPECT_ENEMY;
if (!engine.IsNullEntity (m_enemy) && m_enemyUpdateTime > engine.Time ())
{
player = m_enemy;
// is player is alive
if (IsAlive (player) && IsEnemyViewable (player))
newEnemy = player;
}
// the old enemy is no longer visible or
if (engine.IsNullEntity (newEnemy))
{
m_enemyUpdateTime = engine.Time () + 0.5f;
// ignore shielded enemies, while we have real one
edict_t *shieldEnemy = nullptr;
// search the world for players...
for (int i = 0; i < engine.MaxClients (); i++)
{
const Client &client = g_clients[i];
if (!(client.flags & CF_USED) || !(client.flags & CF_ALIVE) || client.team == m_team || client.ent == GetEntity ())
continue;
player = client.ent;
// do some blind by smoke grenade
if (m_blindRecognizeTime < engine.Time () && IsBehindSmokeClouds (player))
{
m_blindRecognizeTime = engine.Time () + Random.Float (1.0f, 2.0f);
if (Random.Int (0, 100) < 50)
ChatterMessage (Chatter_BehindSmoke);
}
if (player->v.button & (IN_ATTACK | IN_ATTACK2))
m_blindRecognizeTime = engine.Time () - 0.1f;
// see if bot can see the player...
if (m_blindRecognizeTime < engine.Time () && IsEnemyViewable (player))
{
if (IsEnemyProtectedByShield (player))
{
shieldEnemy = player;
continue;
}
float distance = (player->v.origin - pev->origin).GetLength ();
if (distance < nearestDistance)
{
nearestDistance = distance;
newEnemy = player;
// aim VIP first on AS maps...
if (IsPlayerVIP (newEnemy))
break;
}
}
}
if (engine.IsNullEntity (newEnemy) && !engine.IsNullEntity (shieldEnemy))
newEnemy = shieldEnemy;
}
if (IsValidPlayer (newEnemy))
{
g_botsCanPause = true;
m_aimFlags |= AIM_ENEMY;
m_states |= STATE_SEEING_ENEMY;
if (newEnemy == m_enemy)
{
// if enemy is still visible and in field of view, keep it keep track of when we last saw an enemy
m_seeEnemyTime = engine.Time ();
// zero out reaction time
m_actualReactionTime = 0.0f;
m_lastEnemy = newEnemy;
m_lastEnemyOrigin = newEnemy->v.origin;
return true;
}
else
{
if (m_seeEnemyTime + 3.0 < engine.Time () && (m_hasC4 || HasHostage () || !engine.IsNullEntity (m_targetEntity)))
RadioMessage (Radio_EnemySpotted);
m_targetEntity = nullptr; // stop following when we see an enemy...
if (Random.Int (0, 100) < m_difficulty * 25)
m_enemySurpriseTime = engine.Time () + m_actualReactionTime * 0.5f;
else
m_enemySurpriseTime = engine.Time () + m_actualReactionTime;
// zero out reaction time
m_actualReactionTime = 0.0f;
m_enemy = newEnemy;
m_lastEnemy = newEnemy;
m_lastEnemyOrigin = newEnemy->v.origin;
m_enemyReachableTimer = 0.0f;
// keep track of when we last saw an enemy
m_seeEnemyTime = engine.Time ();
if (!(pev->oldbuttons & IN_ATTACK))
return true;
// now alarm all teammates who see this bot & don't have an actual enemy of the bots enemy should simulate human players seeing a teammate firing
for (int j = 0; j < engine.MaxClients (); j++)
{
const Client &client = g_clients[j];
if (!(client.flags & CF_USED) || !(client.flags & CF_ALIVE) || client.team != m_team || client.ent == GetEntity ())
continue;
Bot *other = bots.GetBot (client.ent);
if (other != nullptr && other->m_seeEnemyTime + 2.0f < engine.Time () && engine.IsNullEntity (other->m_lastEnemy) && IsVisible (pev->origin, other->GetEntity ()) && other->IsInViewCone (pev->origin))
{
other->m_lastEnemy = newEnemy;
other->m_lastEnemyOrigin = m_lastEnemyOrigin;
other->m_seeEnemyTime = engine.Time ();
other->m_states |= (STATE_SUSPECT_ENEMY | STATE_HEARING_ENEMY);
other->m_aimFlags |= AIM_LAST_ENEMY;
}
}
return true;
}
}
else if (!engine.IsNullEntity (m_enemy))
{
newEnemy = m_enemy;
m_lastEnemy = newEnemy;
if (!IsAlive (newEnemy))
{
m_enemy = nullptr;
// shoot at dying players if no new enemy to give some more human-like illusion
if (m_seeEnemyTime + 0.1f > engine.Time ())
{
if (!UsesSniper ())
{
m_shootAtDeadTime = engine.Time () + 0.4f;
m_actualReactionTime = 0.0f;
m_states |= STATE_SUSPECT_ENEMY;
return true;
}
return false;
}
else if (m_shootAtDeadTime > engine.Time ())
{
m_actualReactionTime = 0.0f;
m_states |= STATE_SUSPECT_ENEMY;
return true;
}
return false;
}
// if no enemy visible check if last one shoot able through wall
if (yb_shoots_thru_walls.GetBool () && m_difficulty >= 2 && IsShootableThruObstacle (newEnemy->v.origin))
{
m_seeEnemyTime = engine.Time ();
m_states |= STATE_SUSPECT_ENEMY;
m_aimFlags |= AIM_LAST_ENEMY;
m_enemy = newEnemy;
m_lastEnemy = newEnemy;
m_lastEnemyOrigin = newEnemy->v.origin;
return true;
}
}
// check if bots should reload...
if ((m_aimFlags <= AIM_PREDICT_PATH && m_seeEnemyTime + 3.0f < engine.Time () && !(m_states & (STATE_SEEING_ENEMY | STATE_HEARING_ENEMY)) && engine.IsNullEntity (m_lastEnemy) && engine.IsNullEntity (m_enemy) && GetTaskId () != TASK_SHOOTBREAKABLE && GetTaskId () != TASK_PLANTBOMB && GetTaskId () != TASK_DEFUSEBOMB) || g_roundEnded)
{
if (!m_reloadState)
m_reloadState = RELOAD_PRIMARY;
}
// is the bot using a sniper rifle or a zoomable rifle?
if ((UsesSniper () || UsesZoomableRifle ()) && m_zoomCheckTime + 1.0f < engine.Time ())
{
if (pev->fov < 90.0f) // let the bot zoom out
pev->button |= IN_ATTACK2;
else
m_zoomCheckTime = 0.0f;
}
return false;
}
const Vector &Bot::GetAimPosition (void)
{
// the purpose of this function, is to make bot aiming not so ideal. it's mutate m_enemyOrigin enemy vector
// returned from visibility check function.
float distance = (m_enemy->v.origin - pev->origin).GetLength ();
// get enemy position initially
Vector targetOrigin = m_enemy->v.origin;
Vector randomize;
const Vector &adjust = Vector (Random.Float (m_enemy->v.mins.x * 0.5f, m_enemy->v.maxs.x * 0.5f), Random.Float (m_enemy->v.mins.y * 0.5f, m_enemy->v.maxs.y * 0.5f), Random.Float (m_enemy->v.mins.z * 0.5f, m_enemy->v.maxs.z * 0.5f));
// do not aim at head, at long distance (only if not using sniper weapon)
if ((m_visibility & VISIBLE_BODY) && !UsesSniper () && !UsesPistol () && (distance > (m_difficulty == 4 ? 2400.0 : 1200.0)))
m_visibility &= ~VISIBLE_HEAD;
// if we only suspect an enemy behind a wall take the worst skill
if ((m_states & STATE_SUSPECT_ENEMY) && !(m_states & STATE_SEEING_ENEMY))
targetOrigin = targetOrigin + adjust;
else
{
// now take in account different parts of enemy body
if (m_visibility & (VISIBLE_HEAD | VISIBLE_BODY)) // visible head & body
{
int headshotFreq[5] = { 20, 40, 60, 80, 100 };
// now check is our skill match to aim at head, else aim at enemy body
if ((Random.Int (1, 100) < headshotFreq[m_difficulty]) || UsesPistol ())
targetOrigin = targetOrigin + m_enemy->v.view_ofs + Vector (0.0f, 0.0f, GetZOffset (distance));
else
targetOrigin = targetOrigin + Vector (0.0f, 0.0f, GetZOffset (distance));
}
else if (m_visibility & VISIBLE_BODY) // visible only body
targetOrigin = targetOrigin + Vector (0.0f, 0.0f, GetZOffset (distance));
else if (m_visibility & VISIBLE_OTHER) // random part of body is visible
targetOrigin = m_enemyOrigin;
else if (m_visibility & VISIBLE_HEAD) // visible only head
targetOrigin = targetOrigin + m_enemy->v.view_ofs + Vector (0.0f, 0.0f, GetZOffset (distance));
else // something goes wrong, use last enemy origin
{
targetOrigin = m_lastEnemyOrigin;
if (m_difficulty < 3)
randomize = adjust;
}
m_lastEnemyOrigin = targetOrigin;
}
const Vector &velocity = UsesSniper () ? Vector::GetZero () : 1.0f * GetThinkInterval () * (m_enemy->v.velocity - pev->velocity);
if (m_difficulty < 3 && !randomize.IsZero ())
{
float divOffs = (m_enemyOrigin - pev->origin).GetLength ();
if (pev->fov < 40)
divOffs = divOffs / 2000;
else if (pev->fov < 90)
divOffs = divOffs / 1000;
else
divOffs = divOffs / 500;
// randomize the target position
m_enemyOrigin = divOffs * randomize;
}
else
m_enemyOrigin = targetOrigin;
if (distance >= 256.0f && m_difficulty < 4)
m_enemyOrigin += velocity;
return m_enemyOrigin;
}
float Bot::GetZOffset (float distance)
{
if (m_difficulty < 3)
return 0.0f;
bool sniper = UsesSniper ();
bool pistol = UsesPistol ();
bool rifle = UsesRifle ();
bool zoomableRifle = UsesZoomableRifle ();
bool submachine = UsesSubmachineGun ();
bool shotgun = (m_currentWeapon == WEAPON_XM1014 || m_currentWeapon == WEAPON_M3);
bool m249 = m_currentWeapon == WEAPON_M249;
float result = 3.5f;
if (distance < 2800.0f && distance > MAX_SPRAY_DISTANCE_X2)
{
if (sniper) result = 1.5f;
else if (zoomableRifle) result = 4.5f;
else if (pistol) result = 6.5f;
else if (submachine) result = 5.5f;
else if (rifle) result = 5.5f;
else if (m249) result = 2.5f;
else if (shotgun) result = 10.5f;
}
else if (distance > MAX_SPRAY_DISTANCE && distance <= MAX_SPRAY_DISTANCE_X2)
{
if (sniper) result = 2.5f;
else if (zoomableRifle) result = 3.5f;
else if (pistol) result = 6.5f;
else if (submachine) result = 3.5f;
else if (rifle) result = 1.6f;
else if (m249) result = -1.0f;
else if (shotgun) result = 10.0f;
}
else if (distance < MAX_SPRAY_DISTANCE)
{
if (sniper) result = 4.5f;
else if (zoomableRifle) result = -5.0f;
else if (pistol) result = 4.5f;
else if (submachine) result = -4.5f;
else if (rifle) result = -4.5f;
else if (m249) result = -6.0f;
else if (shotgun) result = -5.0f;
}
return result;
}
bool Bot::IsFriendInLineOfFire (float distance)
{
// bot can't hurt teammates, if friendly fire is not enabled...
if (!mp_friendlyfire.GetBool () || (g_gameFlags & GAME_CSDM))
return false;
MakeVectors (pev->v_angle);
TraceResult tr;
engine.TestLine (EyePosition (), EyePosition () + 10000.0f * pev->v_angle, TRACE_IGNORE_NONE, GetEntity (), &tr);
// check if we hit something
if (!engine.IsNullEntity (tr.pHit))
{
int playerIndex = engine.IndexOfEntity (tr.pHit) - 1;
// check valid range
if (playerIndex >= 0 && playerIndex < engine.MaxClients () && g_clients[playerIndex].team == m_team && (g_clients[playerIndex].flags & CF_ALIVE))
return true;
}
// search the world for players
for (int i = 0; i < engine.MaxClients (); i++)
{
const Client &client = g_clients[i];
if (!(client.flags & CF_USED) || !(client.flags & CF_ALIVE) || client.team != m_team || client.ent == GetEntity ())
continue;
edict_t *ent = client.ent;
float friendDistance = (ent->v.origin - pev->origin).GetLength ();
float squareDistance = A_sqrtf (1089.0f + (friendDistance * friendDistance));
if (GetShootingConeDeviation (GetEntity (), &ent->v.origin) > (friendDistance * friendDistance) / (squareDistance * squareDistance) && friendDistance <= distance)
return true;
}
return false;
}
bool Bot::IsShootableThruObstacle (const Vector &dest)
{
// this function returns true if enemy can be shoot through some obstacle, false otherwise.
// credits goes to Immortal_BLG
if (yb_shoots_thru_walls.GetInt () == 2)
return IsShootableThruObstacleEx (dest);
if (m_difficulty < 2)
return false;
int penetratePower = GetWeaponPenetrationPower (m_currentWeapon);
if (penetratePower == 0)
return false;
TraceResult tr;
float obstacleDistance = 0.0f;
engine.TestLine (EyePosition (), dest, TRACE_IGNORE_MONSTERS, GetEntity (), &tr);
if (tr.fStartSolid)
{
const Vector &source = tr.vecEndPos;
engine.TestLine (dest, source, TRACE_IGNORE_MONSTERS, GetEntity (), &tr);
if (tr.flFraction != 1.0f)
{
if ((tr.vecEndPos - dest).GetLengthSquared () > GET_SQUARE (800.0f))
return false;
if (tr.vecEndPos.z >= dest.z + 200.0f)
return false;
obstacleDistance = (tr.vecEndPos - source).GetLength ();
}
}
if (obstacleDistance > 0.0f)
{
while (penetratePower > 0)
{
if (obstacleDistance > 75.0f)
{
obstacleDistance -= 75.0f;
penetratePower--;
continue;
}
return true;
}
}
return false;
}
bool Bot::IsShootableThruObstacleEx (const Vector &dest)
{
// this function returns if enemy can be shoot through some obstacle
if (m_difficulty < 2 || GetWeaponPenetrationPower (m_currentWeapon) == 0)
return false;
Vector source = EyePosition ();
Vector direction = (dest - source).Normalize (); // 1 unit long
Vector point;
int thikness = 0;
int numHits = 0;
TraceResult tr;
engine.TestLine (source, dest, TRACE_IGNORE_EVERYTHING, GetEntity (), &tr);
while (tr.flFraction != 1.0f && numHits < 3)
{
numHits++;
thikness++;
point = tr.vecEndPos + direction;
while (POINT_CONTENTS (point) == CONTENTS_SOLID && thikness < 98)
{
point = point + direction;
thikness++;
}
engine.TestLine (point, dest, TRACE_IGNORE_EVERYTHING, GetEntity (), &tr);
}
if (numHits < 3 && thikness < 98)
{
if ((dest - point).GetLengthSquared () < 13143)
return true;
}
return false;
}
bool Bot::DoFirePause (float distance)
{
// returns true if bot needs to pause between firing to compensate for punchangle & weapon spread
if (m_firePause > engine.Time ())
return true;
if ((m_aimFlags & AIM_ENEMY) && !m_enemyOrigin.IsZero ())
{
if (GetShootingConeDeviation (GetEntity (), &m_enemyOrigin) > 0.92f && IsEnemyProtectedByShield (m_enemy))
return true;
}
float offset = 0.0f;
if (distance < MAX_SPRAY_DISTANCE)
return false;
else if (distance < MAX_SPRAY_DISTANCE_X2)
offset = 10.0f;
else
offset = 5.0f;
const float xPunch = DegreeToRadian (pev->punchangle.x);
const float yPunch = DegreeToRadian (pev->punchangle.y);
float interval = GetThinkInterval ();
// check if we need to compensate recoil
if (tanf (A_sqrtf (fabsf (xPunch * xPunch) + fabsf (yPunch * yPunch))) * distance > offset + 30.0f + ((100 - (m_difficulty * 25)) / 100.f))
{
if (m_firePause < engine.Time ())
m_firePause = Random.Float (0.5f, 0.5f + 0.3f * ((100.0f - (m_difficulty * 25)) / 100.f));
m_firePause -= interval;
m_firePause += engine.Time ();
return true;
}
return false;
}
void Bot::FinishWeaponSelection (float distance, int index, int id, int choosen)
{
WeaponSelect *tab = &g_weaponSelect[0];
// we want to fire weapon, don't reload now
if (!m_isReloading)
{
m_reloadState = RELOAD_NONE;
m_reloadCheckTime = engine.Time () + 3.0f;
}
// select this weapon if it isn't already selected
if (m_currentWeapon != id)
{
SelectWeaponByName (g_weaponDefs[id].className);
// reset burst fire variables
m_firePause = 0.0f;
m_timeLastFired = 0.0f;
return;
}
if (tab[choosen].id != id)
{
choosen = 0;
// loop through all the weapons until terminator is found...
while (tab[choosen].id)
{
if (tab[choosen].id == id)
break;
choosen++;
}
}
// if we're have a glock or famas vary burst fire mode
CheckBurstMode (distance);
if (HasShield () && m_shieldCheckTime < engine.Time () && GetTaskId () != TASK_CAMP) // better shield gun usage
{
if (distance >= 750.0f && !IsShieldDrawn ())
pev->button |= IN_ATTACK2; // draw the shield
else if (IsShieldDrawn () || (!engine.IsNullEntity (m_enemy) && ((m_enemy->v.button & IN_RELOAD) || !IsEnemyViewable (m_enemy))))
pev->button |= IN_ATTACK2; // draw out the shield
m_shieldCheckTime = engine.Time () + 1.0f;
}
if (UsesSniper () && m_zoomCheckTime + 1.0f < engine.Time ()) // is the bot holding a sniper rifle?
{
if (distance > 1500.0f && pev->fov >= 40.0f) // should the bot switch to the long-range zoom?
pev->button |= IN_ATTACK2;
else if (distance > 150.0f && pev->fov >= 90.0f) // else should the bot switch to the close-range zoom ?
pev->button |= IN_ATTACK2;
else if (distance <= 150.0f && pev->fov < 90.0f) // else should the bot restore the normal view ?
pev->button |= IN_ATTACK2;
m_zoomCheckTime = engine.Time ();
if (!engine.IsNullEntity (m_enemy) && (m_states & STATE_SEEING_ENEMY))
{
m_moveSpeed = 0.0f;
m_strafeSpeed = 0.0f;
m_navTimeset = engine.Time ();
}
}
else if (m_difficulty < 4 && UsesZoomableRifle ()) // else is the bot holding a zoomable rifle?
{
if (distance > 800.0f && pev->fov >= 90.0f) // should the bot switch to zoomed mode?
pev->button |= IN_ATTACK2;
else if (distance <= 800.0f && pev->fov < 90.0f) // else should the bot restore the normal view?
pev->button |= IN_ATTACK2;
m_zoomCheckTime = engine.Time ();
}
// need to care for burst fire?
if (distance < MAX_SPRAY_DISTANCE || m_blindTime > engine.Time ())
{
if (id == WEAPON_KNIFE)
{
if (distance < 64.0f)
{
if (Random.Int (1, 100) < 30 || HasShield ())
pev->button |= IN_ATTACK; // use primary attack
else
pev->button |= IN_ATTACK2; // use secondary attack
}
}
else
{
if (tab[choosen].primaryFireHold && m_ammo[g_weaponDefs[tab[index].id].ammo1] > tab[index].minPrimaryAmmo) // if automatic weapon, just press attack
pev->button |= IN_ATTACK;
else // if not, toggle buttons
{
if ((pev->oldbuttons & IN_ATTACK) == 0)
pev->button |= IN_ATTACK;
}
}
m_shootTime = engine.Time ();
}
else
{
if (DoFirePause (distance))
return;
// don't attack with knife over long distance
if (id == WEAPON_KNIFE)
{
m_shootTime = engine.Time ();
return;
}
if (tab[choosen].primaryFireHold)
{
m_shootTime = engine.Time ();
m_zoomCheckTime = engine.Time ();
pev->button |= IN_ATTACK; // use primary attack
}
else
{
pev->button |= IN_ATTACK;
m_shootTime = engine.Time () + Random.Float (0.15f, 0.35f);
m_zoomCheckTime = engine.Time () - 0.09f;
}
}
}
void Bot::FireWeapon (void)
{
// this function will return true if weapon was fired, false otherwise
float distance = (m_lookAt - EyePosition ()).GetLength (); // how far away is the enemy?
// if using grenade stop this
if (m_isUsingGrenade)
{
m_shootTime = engine.Time () + 0.1f;
return;
}
// or if friend in line of fire, stop this too but do not update shoot time
if (!engine.IsNullEntity (m_enemy))
{
if (IsFriendInLineOfFire (distance))
{
m_fightStyle = FIGHT_STRAFE;
m_lastFightStyleCheck = engine.Time ();
return;
}
}
WeaponSelect *tab = &g_weaponSelect[0];
edict_t *enemy = m_enemy;
int selectId = WEAPON_KNIFE, selectIndex = 0, choosenWeapon = 0;
int weapons = pev->weapons;
// if jason mode use knife only
if (yb_jasonmode.GetBool ())
{
FinishWeaponSelection (distance, selectIndex, selectId, choosenWeapon);
return;
}
// use knife if near and good difficulty (l33t dude!)
if (m_difficulty >= 3 && pev->health > 80.0f && !engine.IsNullEntity (enemy) && pev->health >= enemy->v.health && distance < 100.0f && !IsOnLadder () && !IsGroupOfEnemies (pev->origin))
{
FinishWeaponSelection (distance, selectIndex, selectId, choosenWeapon);
return;
}
// loop through all the weapons until terminator is found...
while (tab[selectIndex].id)
{
// is the bot carrying this weapon?
if (weapons & (1 << tab[selectIndex].id))
{
// is enough ammo available to fire AND check is better to use pistol in our current situation...
if (m_ammoInClip[tab[selectIndex].id] > 0 && !IsWeaponBadInDistance (selectIndex, distance))
choosenWeapon = selectIndex;
}
selectIndex++;
}
selectId = tab[choosenWeapon].id;
// if no available weapon...
if (choosenWeapon == 0)
{
selectIndex = 0;
// loop through all the weapons until terminator is found...
while (tab[selectIndex].id)
{
int id = tab[selectIndex].id;
// is the bot carrying this weapon?
if (weapons & (1 << id))
{
if ( g_weaponDefs[id].ammo1 != -1 && g_weaponDefs[id].ammo1 < 32 && m_ammo[g_weaponDefs[id].ammo1] >= tab[selectIndex].minPrimaryAmmo)
{
// available ammo found, reload weapon
if (m_reloadState == RELOAD_NONE || m_reloadCheckTime > engine.Time ())
{
m_isReloading = true;
m_reloadState = RELOAD_PRIMARY;
m_reloadCheckTime = engine.Time ();
RadioMessage (Radio_NeedBackup);
}
return;
}
}
selectIndex++;
}
selectId = WEAPON_KNIFE; // no available ammo, use knife!
}
FinishWeaponSelection (distance, selectIndex, selectId, choosenWeapon);
}
bool Bot::IsWeaponBadInDistance (int weaponIndex, float distance)
{
// this function checks, is it better to use pistol instead of current primary weapon
// to attack our enemy, since current weapon is not very good in this situation.
if (m_difficulty < 2)
return false;
int wid = g_weaponSelect[weaponIndex].id;
if (wid == WEAPON_KNIFE)
return false;
// check is ammo available for secondary weapon
if (m_ammoInClip[g_weaponSelect[GetBestSecondaryWeaponCarried ()].id] >= 1)
return false;
// better use pistol in short range distances, when using sniper weapons
if ((wid == WEAPON_SCOUT || wid == WEAPON_AWP || wid == WEAPON_G3SG1 || wid == WEAPON_SG550) && distance < 500.0f)
return true;
// shotguns is too inaccurate at long distances, so weapon is bad
if ((wid == WEAPON_M3 || wid == WEAPON_XM1014) && distance > 750.0f)
return true;
return false;
}
void Bot::FocusEnemy (void)
{
// aim for the head and/or body
m_lookAt = GetAimPosition ();
if (m_enemySurpriseTime > engine.Time ())
return;
float distance = (m_lookAt - EyePosition ()).GetLength2D (); // how far away is the enemy scum?
if (distance < 128.0f)
{
if (m_currentWeapon == WEAPON_KNIFE)
{
if (distance < 80.0f)
m_wantsToFire = true;
}
else
m_wantsToFire = true;
}
else
{
float dot = GetShootingConeDeviation (GetEntity (), &m_enemyOrigin);
if (dot < 0.90f)
m_wantsToFire = false;
else
{
float enemyDot = GetShootingConeDeviation (m_enemy, &pev->origin);
// enemy faces bot?
if (enemyDot >= 0.90f)
m_wantsToFire = true;
else
{
if (dot > 0.99f)
m_wantsToFire = true;
else
m_wantsToFire = false;
}
}
}
}
void Bot::CombatFight (void)
{
// no enemy? no need to do strafing
if (engine.IsNullEntity (m_enemy))
return;
float distance = (m_lookAt - EyePosition ()).GetLength2D (); // how far away is the enemy scum?
if (m_timeWaypointMove < engine.Time ())
{
int approach;
if (m_currentWeapon == WEAPON_KNIFE) // knife?
approach = 100;
else if ((m_states & STATE_SUSPECT_ENEMY) && !(m_states & STATE_SEEING_ENEMY)) // if suspecting enemy stand still
approach = 49;
else if (m_isReloading || m_isVIP) // if reloading or vip back off
approach = 29;
else
{
approach = static_cast <int> (pev->health * m_agressionLevel);
if (UsesSniper () && approach > 49)
approach = 49;
}
// only take cover when bomb is not planted and enemy can see the bot or the bot is VIP
if (approach < 30 && !g_bombPlanted && (IsInViewCone (m_enemy->v.origin) || m_isVIP))
{
m_moveSpeed = -pev->maxspeed;
TaskItem *task = GetTask ();
task->id = TASK_SEEKCOVER;
task->resume = true;
task->desire = TASKPRI_ATTACK + 1.0f;
}
else if (approach < 50)
m_moveSpeed = 0.0f;
else
m_moveSpeed = pev->maxspeed;
if (distance < 96.0f && m_currentWeapon != WEAPON_KNIFE)
m_moveSpeed = -pev->maxspeed;
if (UsesSniper ())
{
m_fightStyle = FIGHT_STAY;
m_lastFightStyleCheck = engine.Time ();
}
else if (UsesRifle () || UsesSubmachineGun ())
{
if (m_lastFightStyleCheck + 3.0f < engine.Time ())
{
int rand = Random.Int (1, 100);
if (distance < 450.0f)
m_fightStyle = FIGHT_STRAFE;
else if (distance < 1024.0f)
{
if (rand < (UsesSubmachineGun () ? 50 : 30))
m_fightStyle = FIGHT_STRAFE;
else
m_fightStyle = FIGHT_STAY;
}
else
{
if (rand < (UsesSubmachineGun () ? 80 : 93))
m_fightStyle = FIGHT_STAY;
else
m_fightStyle = FIGHT_STRAFE;
}
m_lastFightStyleCheck = engine.Time ();
}
}
else
{
if (m_lastFightStyleCheck + 3.0f < engine.Time ())
{
if (Random.Int (0, 100) < 50)
m_fightStyle = FIGHT_STRAFE;
else
m_fightStyle = FIGHT_STAY;
m_lastFightStyleCheck = engine.Time ();
}
}
if (m_fightStyle == FIGHT_STRAFE || ((pev->button & IN_RELOAD) || m_isReloading) || (UsesPistol () && distance < 400.0f) || m_currentWeapon == WEAPON_KNIFE)
{
if (m_strafeSetTime < engine.Time ())
{
// to start strafing, we have to first figure out if the target is on the left side or right side
MakeVectors (m_enemy->v.v_angle);
const Vector &dirToPoint = (pev->origin - m_enemy->v.origin).Normalize2D ();
const Vector &rightSide = g_pGlobals->v_right.Normalize2D ();
if ((dirToPoint | rightSide) < 0)
m_combatStrafeDir = STRAFE_DIR_LEFT;
else
m_combatStrafeDir = STRAFE_DIR_RIGHT;
if (Random.Int (1, 100) < 30)
m_combatStrafeDir = (m_combatStrafeDir == STRAFE_DIR_LEFT ? STRAFE_DIR_RIGHT : STRAFE_DIR_LEFT);
m_strafeSetTime = engine.Time () + Random.Float (0.5f, 3.0f);
}
if (m_combatStrafeDir == STRAFE_DIR_RIGHT)
{
if (!CheckWallOnLeft ())
m_strafeSpeed = -pev->maxspeed;
else
{
m_combatStrafeDir = STRAFE_DIR_LEFT;
m_strafeSetTime = engine.Time () + 1.5f;
}
}
else
{
if (!CheckWallOnRight ())
m_strafeSpeed = pev->maxspeed;
else
{
m_combatStrafeDir = STRAFE_DIR_RIGHT;
m_strafeSetTime = engine.Time () + 1.5f;
}
}
if (m_difficulty >= 3 && (m_jumpTime + 5.0f < engine.Time () && IsOnFloor () && Random.Int (0, 1000) < (m_isReloading ? 8 : 2) && pev->velocity.GetLength2D () > 150.0f) && !UsesSniper ())
pev->button |= IN_JUMP;
if (m_moveSpeed > 0.0f && distance > 100.0f && m_currentWeapon != WEAPON_KNIFE)
m_moveSpeed = 0.0f;
if (m_currentWeapon == WEAPON_KNIFE)
m_strafeSpeed = 0.0f;
}
else if (m_fightStyle == FIGHT_STAY)
{
if ((m_visibility & (VISIBLE_HEAD | VISIBLE_BODY)) && GetTaskId () != TASK_SEEKCOVER && GetTaskId () != TASK_HUNTENEMY && waypoints.IsDuckVisible (m_currentWaypointIndex, waypoints.FindNearest (m_enemy->v.origin)))
m_duckTime = engine.Time () + 0.5f;
m_moveSpeed = 0.0f;
m_strafeSpeed = 0.0f;
m_navTimeset = engine.Time ();
}
}
if (m_duckTime > engine.Time ())
{
m_moveSpeed = 0.0f;
m_strafeSpeed = 0.0f;
}
if (m_moveSpeed > 0.0f && m_currentWeapon != WEAPON_KNIFE)
m_moveSpeed = GetWalkSpeed ();
if (m_isReloading)
{
m_moveSpeed = -pev->maxspeed;
m_duckTime = engine.Time () - 1.0f;
}
if (!IsInWater () && !IsOnLadder () && (m_moveSpeed > 0.0f || m_strafeSpeed >= 0.0f))
{
MakeVectors (pev->v_angle);
if (IsDeadlyDrop (pev->origin + (g_pGlobals->v_forward * m_moveSpeed * 0.2f) + (g_pGlobals->v_right * m_strafeSpeed * 0.2f) + (pev->velocity * GetThinkInterval ())))
{
m_strafeSpeed = -m_strafeSpeed;
m_moveSpeed = -m_moveSpeed;
pev->button &= ~IN_JUMP;
}
}
IgnoreCollisionShortly ();
}
bool Bot::HasPrimaryWeapon (void)
{
// this function returns returns true, if bot has a primary weapon
return (pev->weapons & WEAPON_PRIMARY) != 0;
}
bool Bot::HasSecondaryWeapon (void)
{
// this function returns returns true, if bot has a secondary weapon
return (pev->weapons & WEAPON_SECONDARY) != 0;
}
bool Bot::HasShield (void)
{
// this function returns true, if bot has a tactical shield
return strncmp (STRING (pev->viewmodel), "models/shield/v_shield_", 23) == 0;
}
bool Bot::IsShieldDrawn (void)
{
// this function returns true, is the tactical shield is drawn
if (!HasShield ())
return false;
return pev->weaponanim == 6 || pev->weaponanim == 7;
}
bool Bot::IsEnemyProtectedByShield (edict_t *enemy)
{
// this function returns true, if enemy protected by the shield
if (engine.IsNullEntity (enemy) || IsShieldDrawn ())
return false;
// check if enemy has shield and this shield is drawn
if (strncmp (STRING (enemy->v.viewmodel), "models/shield/v_shield_", 23) == 0 && (enemy->v.weaponanim == 6 || enemy->v.weaponanim == 7))
{
if (::IsInViewCone (pev->origin, enemy))
return true;
}
return false;
}
bool Bot::UsesSniper (void)
{
// this function returns true, if returns if bot is using a sniper rifle
return m_currentWeapon == WEAPON_AWP || m_currentWeapon == WEAPON_G3SG1 || m_currentWeapon == WEAPON_SCOUT || m_currentWeapon == WEAPON_SG550;
}
bool Bot::UsesRifle (void)
{
WeaponSelect *tab = &g_weaponSelect[0];
int count = 0;
while (tab->id)
{
if (m_currentWeapon == tab->id)
break;
tab++;
count++;
}
if (tab->id && count > 13)
return true;
return false;
}
bool Bot::UsesPistol (void)
{
WeaponSelect *tab = &g_weaponSelect[0];
int count = 0;
// loop through all the weapons until terminator is found
while (tab->id)
{
if (m_currentWeapon == tab->id)
break;
tab++;
count++;
}
if (tab->id && count < 7)
return true;
return false;
}
bool Bot::UsesCampGun (void)
{
return UsesSubmachineGun () || UsesRifle () || UsesSniper ();
}
bool Bot::UsesSubmachineGun (void)
{
return m_currentWeapon == WEAPON_MP5 || m_currentWeapon == WEAPON_TMP || m_currentWeapon == WEAPON_P90 || m_currentWeapon == WEAPON_MAC10 || m_currentWeapon == WEAPON_UMP45;
}
bool Bot::UsesZoomableRifle (void)
{
return m_currentWeapon == WEAPON_AUG || m_currentWeapon == WEAPON_SG552;
}
bool Bot::UsesBadPrimary (void)
{
return m_currentWeapon == WEAPON_XM1014 || m_currentWeapon == WEAPON_M3 || m_currentWeapon == WEAPON_UMP45 || m_currentWeapon == WEAPON_MAC10 || m_currentWeapon == WEAPON_TMP || m_currentWeapon == WEAPON_P90;
}
int Bot::CheckGrenades (void)
{
if (pev->weapons & (1 << WEAPON_EXPLOSIVE))
return WEAPON_EXPLOSIVE;
else if (pev->weapons & (1 << WEAPON_FLASHBANG))
return WEAPON_FLASHBANG;
else if (pev->weapons & (1 << WEAPON_SMOKE))
return WEAPON_SMOKE;
return -1;
}
void Bot::SelectBestWeapon (void)
{
// this function chooses best weapon, from weapons that bot currently own, and change
// current weapon to best one.
if (yb_jasonmode.GetBool ())
{
// if knife mode activated, force bot to use knife
SelectWeaponByName ("weapon_knife");
return;
}
if (m_isReloading)
return;
WeaponSelect *tab = &g_weaponSelect[0];
int selectIndex = 0;
int chosenWeaponIndex = 0;
// loop through all the weapons until terminator is found...
while (tab[selectIndex].id)
{
// is the bot NOT carrying this weapon?
if (!(pev->weapons & (1 << tab[selectIndex].id)))
{
selectIndex++; // skip to next weapon
continue;
}
int id = tab[selectIndex].id;
bool ammoLeft = false;
// is the bot already holding this weapon and there is still ammo in clip?
if (tab[selectIndex].id == m_currentWeapon && (GetAmmoInClip () < 0 || GetAmmoInClip () >= tab[selectIndex].minPrimaryAmmo))
ammoLeft = true;
// is no ammo required for this weapon OR enough ammo available to fire
if (g_weaponDefs[id].ammo1 < 0 || (g_weaponDefs[id].ammo1 < 32 && m_ammo[g_weaponDefs[id].ammo1] >= tab[selectIndex].minPrimaryAmmo))
ammoLeft = true;
if (ammoLeft)
chosenWeaponIndex = selectIndex;
selectIndex++;
}
chosenWeaponIndex %= NUM_WEAPONS + 1;
selectIndex = chosenWeaponIndex;
int id = tab[selectIndex].id;
// select this weapon if it isn't already selected
if (m_currentWeapon != id)
SelectWeaponByName (tab[selectIndex].weaponName);
m_isReloading = false;
m_reloadState = RELOAD_NONE;
}
void Bot::SelectPistol (void)
{
int oldWeapons = pev->weapons;
pev->weapons &= ~WEAPON_PRIMARY;
SelectBestWeapon ();
pev->weapons = oldWeapons;
}
int Bot::GetHighestWeapon (void)
{
WeaponSelect *tab = &g_weaponSelect[0];
int weapons = pev->weapons;
int num = 0;
int i = 0;
// loop through all the weapons until terminator is found...
while (tab->id)
{
// is the bot carrying this weapon?
if (weapons & (1 << tab->id))
num = i;
i++;
tab++;
}
return num;
}
void Bot::SelectWeaponByName (const char *name)
{
engine.IssueBotCommand (GetEntity (), name);
}
void Bot::SelectWeaponbyNumber (int num)
{
engine.IssueBotCommand (GetEntity (), g_weaponSelect[num].weaponName);
}
void Bot::AttachToUser (void)
{
// this function forces bot to follow user
Array <edict_t *> users;
// search friends near us
for (int i = 0; i < engine.MaxClients (); i++)
{
const Client &client = g_clients[i];
if (!(client.flags & CF_USED) || !(client.flags & CF_ALIVE) || client.team != m_team || client.ent == GetEntity ())
continue;
if (EntityIsVisible (client.origin) && !IsValidBot (client.ent))
users.Push (client.ent);
}
if (users.IsEmpty ())
return;
m_targetEntity = users.GetRandomElement ();
ChatterMessage (Chatter_LeadOnSir);
PushTask (TASK_FOLLOWUSER, TASKPRI_FOLLOWUSER, -1, 0.0f, true);
}
void Bot::CommandTeam (void)
{
// prevent spamming
if (m_timeTeamOrder > engine.Time () + 2.0f || (g_gameFlags & GAME_CSDM_FFA) || !yb_communication_type.GetInt ())
return;
bool memberNear = false;
bool memberExists = false;
// search teammates seen by this bot
for (int i = 0; i < engine.MaxClients (); i++)
{
const Client &client = g_clients[i];
if (!(client.flags & CF_USED) || !(client.flags & CF_ALIVE) || client.team != m_team || client.ent == GetEntity ())
continue;
memberExists = true;
if (EntityIsVisible (client.origin))
{
memberNear = true;
break;
}
}
if (memberNear) // has teammates ?
{
if (m_personality == PERSONALITY_RUSHER && yb_communication_type.GetInt () == 2)
RadioMessage (Radio_StormTheFront);
else if (m_personality != PERSONALITY_RUSHER && yb_communication_type.GetInt () == 2)
RadioMessage (Radio_Fallback);
}
else if (memberExists && yb_communication_type.GetInt () == 1)
RadioMessage (Radio_TakingFire);
else if (memberExists && yb_communication_type.GetInt () == 2)
ChatterMessage(Chatter_ScaredEmotion);
m_timeTeamOrder = engine.Time () + Random.Float (5.0f, 30.0f);
}
bool Bot::IsGroupOfEnemies (const Vector &location, int numEnemies, int radius)
{
int numPlayers = 0;
// search the world for enemy players...
for (int i = 0; i < engine.MaxClients (); i++)
{
const Client &client = g_clients[i];
if (!(client.flags & CF_USED) || !(client.flags & CF_ALIVE) || client.ent == GetEntity ())
continue;
if ((client.ent->v.origin - location).GetLengthSquared () < GET_SQUARE (radius))
{
// don't target our teammates...
if (client.team == m_team)
return false;
if (numPlayers++ > numEnemies)
return true;
}
}
return false;
}
void Bot::CheckReload (void)
{
// check the reload state
if (GetTaskId () == TASK_PLANTBOMB || GetTaskId () == TASK_DEFUSEBOMB || GetTaskId () == TASK_PICKUPITEM || GetTaskId () == TASK_THROWFLASHBANG || GetTaskId () == TASK_THROWSMOKE || m_isUsingGrenade)
{
m_reloadState = RELOAD_NONE;
return;
}
m_isReloading = false; // update reloading status
m_reloadCheckTime = engine.Time () + 3.0f;
if (m_reloadState != RELOAD_NONE)
{
int weaponIndex = 0, maxClip = 0;
int weapons = pev->weapons;
if (m_reloadState == RELOAD_PRIMARY)
weapons &= WEAPON_PRIMARY;
else if (m_reloadState == RELOAD_SECONDARY)
weapons &= WEAPON_SECONDARY;
if (weapons == 0)
{
m_reloadState++;
if (m_reloadState > RELOAD_SECONDARY)
m_reloadState = RELOAD_NONE;
return;
}
for (int i = 1; i < MAX_WEAPONS; i++)
{
if (weapons & (1 << i))
{
weaponIndex = i;
break;
}
}
InternalAssert (weaponIndex);
switch (weaponIndex)
{
case WEAPON_M249:
maxClip = 100;
break;
case WEAPON_P90:
maxClip = 50;
break;
case WEAPON_GALIL:
maxClip = 35;
break;
case WEAPON_ELITE:
case WEAPON_MP5:
case WEAPON_TMP:
case WEAPON_MAC10:
case WEAPON_M4A1:
case WEAPON_AK47:
case WEAPON_SG552:
case WEAPON_AUG:
case WEAPON_SG550:
maxClip = 30;
break;
case WEAPON_UMP45:
case WEAPON_FAMAS:
maxClip = 25;
break;
case WEAPON_GLOCK:
case WEAPON_FIVESEVEN:
case WEAPON_G3SG1:
maxClip = 20;
break;
case WEAPON_P228:
maxClip = 13;
break;
case WEAPON_USP:
maxClip = 12;
break;
case WEAPON_AWP:
case WEAPON_SCOUT:
maxClip = 10;
break;
case WEAPON_M3:
maxClip = 8;
break;
case WEAPON_DEAGLE:
case WEAPON_XM1014:
maxClip = 7;
break;
}
if (m_ammoInClip[weaponIndex] < maxClip * 0.8f && g_weaponDefs[weaponIndex].ammo1 != -1 && g_weaponDefs[weaponIndex].ammo1 < 32 && m_ammo[g_weaponDefs[weaponIndex].ammo1] > 0)
{
if (m_currentWeapon != weaponIndex)
SelectWeaponByName (g_weaponDefs[weaponIndex].className);
pev->button &= ~IN_ATTACK;
if ((pev->oldbuttons & IN_RELOAD) == RELOAD_NONE)
pev->button |= IN_RELOAD; // press reload button
m_isReloading = true;
}
else
{
// if we have enemy don't reload next weapon
if ((m_states & (STATE_SEEING_ENEMY | STATE_HEARING_ENEMY)) || m_seeEnemyTime + 5.0f > engine.Time ())
{
m_reloadState = RELOAD_NONE;
return;
}
m_reloadState++;
if (m_reloadState > RELOAD_SECONDARY)
m_reloadState = RELOAD_NONE;
return;
}
}
}