yapb-noob-edition/source/interface.cpp
2019-09-22 00:08:37 +03:00

3483 lines
124 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.ru/license
//
#include <yapb.h>
// console vars
ConVar yb_ignore_cvars_on_changelevel ("yb_ignore_cvars_on_changelevel", "yb_quota,yb_autovacate");
ConVar yb_password ("yb_password", "", VT_PASSWORD);
ConVar yb_password_key ("yb_password_key", "_ybpw");
ConVar yb_language ("yb_language", "en");
ConVar yb_version ("yb_version", PRODUCT_VERSION, VT_READONLY);
ConVar mp_startmoney ("mp_startmoney", nullptr, VT_NOREGISTER, true, "800");
int handleBotCommands (edict_t *ent, const char *arg0, const char *arg1, const char *arg2, const char *arg3, const char *arg4, const char *arg5, const char *self) {
// adding one bot with random parameters to random team
if (stricmp (arg0, "addbot") == 0 || stricmp (arg0, "add") == 0) {
bots.addbot (arg4, arg1, arg2, arg3, arg5, true);
}
// adding one bot with high difficulty parameters to random team
else if (stricmp (arg0, "addbot_hs") == 0 || stricmp (arg0, "addhs") == 0) {
bots.addbot (arg4, "4", "1", arg3, arg5, true);
}
// adding one bot with random parameters to terrorist team
else if (stricmp (arg0, "addbot_t") == 0 || stricmp (arg0, "add_t") == 0) {
bots.addbot (arg4, arg1, arg2, "1", arg5, true);
}
// adding one bot with random parameters to counter-terrorist team
else if (stricmp (arg0, "addbot_ct") == 0 || stricmp (arg0, "add_ct") == 0) {
bots.addbot (arg4, arg1, arg2, "2", arg5, true);
}
// kicking off one bot from the terrorist team
else if (stricmp (arg0, "kickbot_t") == 0 || stricmp (arg0, "kick_t") == 0) {
bots.kickFromTeam (TEAM_TERRORIST);
}
// kicking off one bot from the counter-terrorist team
else if (stricmp (arg0, "kickbot_ct") == 0 || stricmp (arg0, "kick_ct") == 0) {
bots.kickFromTeam (TEAM_COUNTER);
}
// kills all bots on the terrorist team
else if (stricmp (arg0, "killbots_t") == 0 || stricmp (arg0, "kill_t") == 0) {
bots.killAllBots (TEAM_TERRORIST);
}
// kills all bots on the counter-terrorist team
else if (stricmp (arg0, "killbots_ct") == 0 || stricmp (arg0, "kill_ct") == 0) {
bots.killAllBots (TEAM_COUNTER);
}
// list all bots playeing on the server
else if (stricmp (arg0, "listbots") == 0 || stricmp (arg0, "list") == 0) {
bots.listBots ();
}
// kick off all bots from the played server
else if (stricmp (arg0, "kickbots") == 0 || stricmp (arg0, "kickall") == 0) {
bots.kickEveryone ();
}
// kill all bots on the played server
else if (stricmp (arg0, "killbots") == 0 || stricmp (arg0, "killall") == 0) {
bots.killAllBots ();
}
// kick off one random bot from the played server
else if (stricmp (arg0, "kickone") == 0 || stricmp (arg0, "kick") == 0) {
bots.kickRandom ();
}
// fill played server with bots
else if (stricmp (arg0, "fillserver") == 0 || stricmp (arg0, "fill") == 0) {
bots.serverFill (atoi (arg1), isEmptyStr (arg2) ? -1 : atoi (arg2), isEmptyStr (arg3) ? -1 : atoi (arg3), isEmptyStr (arg4) ? -1 : atoi (arg4));
}
// select the weapon mode for bots
else if (stricmp (arg0, "weaponmode") == 0 || stricmp (arg0, "wmode") == 0) {
int selection = atoi (arg1);
// check is selected range valid
if (selection >= 1 && selection <= 7)
bots.setWeaponMode (selection);
else
engine.clientPrint (ent, "Choose weapon from 1 to 7 range");
}
// force all bots to vote to specified map
else if (stricmp (arg0, "votemap") == 0) {
if (!isEmptyStr (arg1)) {
int nominatedMap = atoi (arg1);
// loop through all players
for (int i = 0; i < engine.maxClients (); i++) {
Bot *bot = bots.getBot (i);
if (bot != nullptr)
bot->m_voteMap = nominatedMap;
}
engine.clientPrint (ent, "All dead bots will vote for map #%d", nominatedMap);
}
}
// displays version information
else if (stricmp (arg0, "version") == 0 || stricmp (arg0, "ver") == 0) {
char versionData[] = "------------------------------------------------\n"
"Name: %s\n"
"Version: %s (Build: %u)\n"
"Compiled: %s, %s\n"
"Git Hash: %s\n"
"Git Commit Author: %s\n"
"------------------------------------------------";
engine.clientPrint (ent, versionData, PRODUCT_NAME, PRODUCT_VERSION, buildNumber (), __DATE__, __TIME__, PRODUCT_GIT_HASH, PRODUCT_GIT_COMMIT_AUTHOR);
}
// display some sort of help information
else if (strcmp (arg0, "?") == 0 || strcmp (arg0, "help") == 0) {
engine.clientPrint (ent, "Bot Commands:");
engine.clientPrint (ent, "%s version\t - display version information.", self);
engine.clientPrint (ent, "%s add\t - create a bot in current game.", self);
engine.clientPrint (ent, "%s fill\t - fill the server with random bots.", self);
engine.clientPrint (ent, "%s kickall\t - disconnects all bots from current game.", self);
engine.clientPrint (ent, "%s killbots\t - kills all bots in current game.", self);
engine.clientPrint (ent, "%s kick\t - disconnect one random bot from game.", self);
engine.clientPrint (ent, "%s weaponmode\t - select bot weapon mode.", self);
engine.clientPrint (ent, "%s votemap\t - allows dead bots to vote for specific map.", self);
engine.clientPrint (ent, "%s cmenu\t - displaying bots command menu.", self);
if (strcmp (arg1, "full") == 0 || strcmp (arg1, "?") == 0) {
engine.clientPrint (ent, "%s add_t\t - creates one random bot to terrorist team.", self);
engine.clientPrint (ent, "%s add_ct\t - creates one random bot to ct team.", self);
engine.clientPrint (ent, "%s kick_t\t - disconnect one random bot from terrorist team.", self);
engine.clientPrint (ent, "%s kick_ct\t - disconnect one random bot from ct team.", self);
engine.clientPrint (ent, "%s kill_t\t - kills all bots on terrorist team.", self);
engine.clientPrint (ent, "%s kill_ct\t - kills all bots on ct team.", self);
engine.clientPrint (ent, "%s list\t - display list of bots currently playing.", self);
engine.clientPrint (ent, "%s deletewp\t - erase waypoint file from hard disk (permanently).", self);
if (!engine.isDedicated ()) {
engine.print ("%s autowp\t - toggle autowaypointing.", self);
engine.print ("%s wp\t - toggle waypoint showing.", self);
engine.print ("%s wp on noclip\t - enable noclip cheat", self);
engine.print ("%s wp save nocheck\t - save waypoints without checking.", self);
engine.print ("%s wp add\t - open menu for waypoint creation.", self);
engine.print ("%s wp delete\t - delete waypoint nearest to host edict.", self);
engine.print ("%s wp menu\t - open main waypoint menu.", self);
engine.print ("%s wp addbasic\t - creates basic waypoints on map.", self);
engine.print ("%s wp find\t - show direction to specified waypoint.", self);
engine.print ("%s wp load\t - load the waypoint file from hard disk.", self);
engine.print ("%s wp check\t - checks if all waypoints connections are valid.", self);
engine.print ("%s wp cache\t - cache nearest waypoint.", self);
engine.print ("%s wp teleport\t - teleport hostile to specified waypoint.", self);
engine.print ("%s wp setradius\t - manually sets the wayzone radius for this waypoint.", self);
engine.print ("%s wp clean <nr/all>\t - cleans useless paths for specified or all waypoints.", self);
engine.print ("%s path autodistance - opens menu for setting autopath maximum distance.", self);
engine.print ("%s path cache\t - remember the nearest to player waypoint.", self);
engine.print ("%s path create\t - opens menu for path creation.", self);
engine.print ("%s path delete\t - delete path from cached to nearest waypoint.", self);
engine.print ("%s path create_in\t - creating incoming path connection.", self);
engine.print ("%s path create_out\t - creating outgoing path connection.", self);
engine.print ("%s path create_both\t - creating both-ways path connection.", self);
engine.print ("%s exp save\t - save the experience data.", self);
}
}
}
else if (stricmp (arg0, "bot_takedamage") == 0 && !isEmptyStr (arg1)) {
bool isOn = !!(atoi (arg1) == 1);
for (int i = 0; i < engine.maxClients (); i++) {
Bot *bot = bots.getBot (i);
if (bot != nullptr) {
bot->pev->takedamage = isOn ? 0.0f : 1.0f;
}
}
}
// displays main bot menu
else if (stricmp (arg0, "botmenu") == 0 || stricmp (arg0, "menu") == 0) {
showMenu (ent, BOT_MENU_MAIN);
}
// display command menu
else if (stricmp (arg0, "cmdmenu") == 0 || stricmp (arg0, "cmenu") == 0) {
if (isAlive (ent)) {
showMenu (ent, BOT_MENU_COMMANDS);
}
else {
showMenu (ent, BOT_MENU_INVALID); // reset menu display
engine.centerPrint ("You're dead, and have no access to this menu");
}
}
else if (stricmp (arg0, "glp") == 0) {
for (int i = 0; i < waypoints.length (); i++) {
engine.print ("%d - %f - %f", i, waypoints.getLightLevel (i), illum.getSkyColor ());
}
}
// waypoint manimupulation (really obsolete, can be edited through menu) (supported only on listen server)
else if (stricmp (arg0, "waypoint") == 0 || stricmp (arg0, "wp") == 0 || stricmp (arg0, "wpt") == 0) {
if (engine.isDedicated () || engine.isNullEntity (g_hostEntity)) {
return 2;
}
// enables or disable waypoint displaying
if (stricmp (arg1, "on") == 0) {
g_waypointOn = true;
engine.print ("Waypoint Editing Enabled");
// enables noclip cheat
if (!isEmptyStr (arg2) && stricmp (arg2, "noclip") == 0) {
if (g_editNoclip) {
g_hostEntity->v.movetype = MOVETYPE_WALK;
engine.print ("Noclip Cheat Disabled");
g_editNoclip = false;
}
else {
g_hostEntity->v.movetype = MOVETYPE_NOCLIP;
engine.print ("Noclip Cheat Enabled");
g_editNoclip = true;
}
}
engine.execCmd ("yapb wp mdl on");
}
// switching waypoint editing off
else if (stricmp (arg1, "off") == 0) {
g_waypointOn = false;
g_editNoclip = false;
g_hostEntity->v.movetype = MOVETYPE_WALK;
engine.print ("Waypoint Editing Disabled");
engine.execCmd ("yapb wp mdl off");
}
// toggles displaying player models on spawn spots
else if (stricmp (arg1, "mdl") == 0 || stricmp (arg1, "models") == 0) {
auto toggleDraw = [] (bool draw, const String &stuff) {
edict_t *ent = nullptr;
while (!engine.isNullEntity (ent = g_engfuncs.pfnFindEntityByString (ent, "classname", stuff.chars ()))) {
if (draw) {
ent->v.effects &= ~EF_NODRAW;
}
else {
ent->v.effects |= EF_NODRAW;
}
}
};
StringArray entities;
entities.push ("info_player_start");
entities.push ("info_player_deathmatch");
entities.push ("info_vip_start");
if (stricmp (arg2, "on") == 0) {
for (auto &type : entities) {
toggleDraw (true, type);
}
engine.execCmd ("mp_roundtime 9"); // reset round time to maximum
engine.execCmd ("mp_timelimit 0"); // disable the time limit
engine.execCmd ("mp_freezetime 0"); // disable freezetime
}
else if (stricmp (arg2, "off") == 0) {
for (auto &type : entities) {
toggleDraw (false, type);
}
}
}
// show direction to specified waypoint
else if (stricmp (arg1, "find") == 0) {
waypoints.setSearchIndex (atoi (arg2));
}
// opens adding waypoint menu
else if (stricmp (arg1, "add") == 0) {
g_waypointOn = true; // turn waypoints on
showMenu (g_hostEntity, BOT_MENU_WAYPOINT_TYPE);
}
// creates basic waypoints on the map (ladder/spawn points/goals)
else if (stricmp (arg1, "addbasic") == 0) {
waypoints.addBasic ();
engine.centerPrint ("Basic waypoints was Created");
}
// delete nearest to host edict waypoint
else if (stricmp (arg1, "delete") == 0) {
g_waypointOn = true; // turn waypoints on
if (!isEmptyStr (arg2)) {
waypoints.erase (atoi (arg2));
}
else {
waypoints.erase (INVALID_WAYPOINT_INDEX);
}
}
// save waypoint data into file on hard disk
else if (stricmp (arg1, "save") == 0) {
const char *waypointSaveMessage = "Waypoints Saved";
if (strcmp (arg2, "nocheck") == 0) {
waypoints.save ();
engine.print (waypointSaveMessage);
}
else if (waypoints.checkNodes ()) {
waypoints.save ();
engine.print (waypointSaveMessage);
}
}
// remove waypoint and all corresponding files from hard disk
else if (stricmp (arg1, "erase") == 0) {
waypoints.eraseFromDisk ();
}
// load all waypoints again (overrides all changes, that wasn't saved)
else if (stricmp (arg1, "load") == 0) {
if (waypoints.load ())
engine.print ("Waypoints loaded");
}
// check all nodes for validation
else if (stricmp (arg1, "check") == 0) {
if (waypoints.checkNodes ())
engine.centerPrint ("Nodes work Fine");
}
// opens menu for setting (removing) waypoint flags
else if (stricmp (arg1, "flags") == 0) {
showMenu (g_hostEntity, BOT_MENU_WAYPOINT_FLAG);
}
// setting waypoint radius
else if (stricmp (arg1, "setradius") == 0) {
waypoints.setRadius (atoi (arg2));
}
// remembers nearest waypoint
else if (stricmp (arg1, "cache") == 0) {
waypoints.cachePoint ();
}
// do a cleanup
else if (stricmp (arg1, "clean") == 0) {
if (!isEmptyStr (arg2)) {
if (stricmp (arg2, "all") == 0) {
int totalCleared = 0;
for (int i = 0; i < waypoints.length (); i++) {
totalCleared += waypoints.removeUselessConnections (i, true);
}
engine.print ("Done. Processed %d waypoints. %d useless paths cleared.", waypoints.length (), totalCleared);
}
else {
int clearIndex = atoi (arg2), totalCleared = 0;
if (waypoints.exists (clearIndex)) {
totalCleared += waypoints.removeUselessConnections (clearIndex);
engine.print ("Done. Waypoint %d had %d useless paths.", clearIndex, totalCleared);
}
}
}
else {
int nearest = waypoints.getEditorNeareset (), totalCleared = 0;
if (waypoints.exists (nearest)) {
totalCleared += waypoints.removeUselessConnections (nearest);
engine.print ("Done. Waypoint %d had %d useless paths.", nearest, totalCleared);
}
}
}
// teleport player to specified waypoint
else if (stricmp (arg1, "teleport") == 0) {
int teleportPoint = atoi (arg2);
if (waypoints.exists (teleportPoint)) {
Path &path = waypoints[teleportPoint];
g_engfuncs.pfnSetOrigin (g_hostEntity, path.origin);
g_waypointOn = true;
engine.print ("Player '%s' teleported to waypoint #%d (x:%.1f, y:%.1f, z:%.1f)", STRING (g_hostEntity->v.netname), teleportPoint, path.origin.x, path.origin.y, path.origin.z); //-V807
g_editNoclip = true;
}
}
// displays waypoint menu
else if (stricmp (arg1, "menu") == 0) {
showMenu (g_hostEntity, BOT_MENU_WAYPOINT_MAIN_PAGE1);
}
// otherwise display waypoint current status
else {
engine.print ("Waypoints are %s", g_waypointOn == true ? "Enabled" : "Disabled");
}
}
// path waypoint editing system (supported only on listen server)
else if (stricmp (arg0, "pathwaypoint") == 0 || stricmp (arg0, "path") == 0 || stricmp (arg0, "pwp") == 0) {
if (engine.isDedicated () || engine.isNullEntity (g_hostEntity)) {
return 2;
}
// opens path creation menu
if (stricmp (arg1, "create") == 0) {
showMenu (g_hostEntity, BOT_MENU_WAYPOINT_PATH);
}
// creates incoming path from the cached waypoint
else if (stricmp (arg1, "create_in") == 0) {
waypoints.pathCreate (CONNECTION_INCOMING);
}
// creates outgoing path from current waypoint
else if (stricmp (arg1, "create_out") == 0) {
waypoints.pathCreate (CONNECTION_OUTGOING);
}
// creates bidirectional path from cached to current waypoint
else if (stricmp (arg1, "create_both") == 0) {
waypoints.pathCreate (CONNECTION_BOTHWAYS);
}
// delete special path
else if (stricmp (arg1, "delete") == 0) {
waypoints.erasePath ();
}
// sets auto path maximum distance
else if (stricmp (arg1, "autodistance") == 0) {
showMenu (g_hostEntity, BOT_MENU_WAYPOINT_AUTOPATH);
}
}
// automatic waypoint handling (supported only on listen server)
else if (stricmp (arg0, "autowaypoint") == 0 || stricmp (arg0, "autowp") == 0) {
if (engine.isDedicated () || engine.isNullEntity (g_hostEntity)) {
return 2;
}
// enable autowaypointing
if (stricmp (arg1, "on") == 0) {
g_autoWaypoint = true;
g_waypointOn = true; // turn this on just in case
}
// disable autowaypointing
else if (stricmp (arg1, "off") == 0) {
g_autoWaypoint = false;
}
// display status
engine.print ("Auto-Waypoint %s", g_autoWaypoint ? "Enabled" : "Disabled");
}
// experience system handling (supported only on listen server)
else if (stricmp (arg0, "experience") == 0 || stricmp (arg0, "exp") == 0) {
if (engine.isDedicated () || engine.isNullEntity (g_hostEntity)) {
return 2;
}
// write experience table (and visibility table) to hard disk
if (stricmp (arg1, "save") == 0) {
waypoints.saveExperience ();
waypoints.saveVisibility ();
engine.print ("Experience tab saved");
}
}
else {
return 0; // command is not handled by bot
}
return 1; // command was handled by bot
}
void execBotConfigs (bool onlyMain) {
static bool setMemoryPointers = true;
if (setMemoryPointers) {
MemoryLoader::ref ().setup (g_engfuncs.pfnLoadFileForMe, g_engfuncs.pfnFreeFile);
setMemoryPointers = true;
}
auto isCommentLine = [] (const char *line) {
char ch = *line;
return ch == '#' || ch == '/' || ch == '\r' || ch == ';' || ch == 0 || ch == ' ';
};
MemFile fp;
char lineBuffer[512];
// this is does the same as exec of engine, but not overwriting values of cvars spcified in yb_ignore_cvars_on_changelevel
if (onlyMain) {
static bool firstLoad = true;
auto needsToIgnoreVar = [](StringArray &list, const char *needle) {
for (auto &var : list) {
if (var == needle) {
return true;
}
}
return false;
};
if (openConfig ("yapb.cfg", "YaPB main config file is not found.", &fp, false)) {
while (fp.gets (lineBuffer, 255)) {
if (isCommentLine (lineBuffer)) {
continue;
}
if (firstLoad) {
engine.execCmd (lineBuffer);
continue;
}
auto keyval = String (lineBuffer).split (" ");
if (keyval.length () > 1) {
auto ignore = String (yb_ignore_cvars_on_changelevel.str ()).split (",");
auto key = keyval[0].trim ().chars ();
auto cvar = g_engfuncs.pfnCVarGetPointer (key);
if (cvar != nullptr) {
auto value = const_cast <char *> (keyval[1].trim ().trim ("\"").trim ().chars ());
if (needsToIgnoreVar (ignore, key) && !!stricmp (value, cvar->string)) {
engine.print ("Bot CVAR '%s' differs from the stored in the config (%s/%s). Ignoring.", cvar->name, cvar->string, value);
// ensure cvar will have old value
g_engfuncs.pfnCvar_DirectSet (cvar, cvar->string);
}
else {
g_engfuncs.pfnCvar_DirectSet (cvar, value);
}
}
else
engine.execCmd (lineBuffer);
}
}
fp.close ();
}
firstLoad = false;
return;
}
KeywordFactory replies;
// reserve some space for chat
g_chatFactory.reserve (CHAT_TOTAL);
g_chatterFactory.reserve (CHATTER_MAX);
g_botNames.reserve (CHATTER_MAX);
// NAMING SYSTEM INITIALIZATION
if (openConfig ("names.cfg", "Name configuration file not found.", &fp, true)) {
g_botNames.clear ();
while (fp.gets (lineBuffer, 255)) {
if (isCommentLine (lineBuffer)) {
continue;
}
StringArray pair = String (lineBuffer).split ("\t\t");
if (pair.length () > 1) {
strncpy (lineBuffer, pair[0].trim ().chars (), cr::bufsize (lineBuffer));
}
String::trimChars (lineBuffer);
lineBuffer[32] = 0;
BotName item;
item.name = lineBuffer;
item.usedBy = 0;
if (pair.length () > 1) {
item.steamId = pair[1].trim ();
}
g_botNames.push (cr::move (item));
}
fp.close ();
}
// CHAT SYSTEM CONFIG INITIALIZATION
if (openConfig ("chat.cfg", "Chat file not found.", &fp, true)) {
int chatType = -1;
while (fp.gets (lineBuffer, 255)) {
if (isCommentLine (lineBuffer)) {
continue;
}
String section (lineBuffer, strlen (lineBuffer) - 1);
section.trim ();
if (section == "[KILLED]") {
chatType = 0;
continue;
}
else if (section == "[BOMBPLANT]") {
chatType = 1;
continue;
}
else if (section == "[DEADCHAT]") {
chatType = 2;
continue;
}
else if (section == "[REPLIES]") {
chatType = 3;
continue;
}
else if (section == "[UNKNOWN]") {
chatType = 4;
continue;
}
else if (section == "[TEAMATTACK]") {
chatType = 5;
continue;
}
else if (section == "[WELCOME]") {
chatType = 6;
continue;
}
else if (section == "[TEAMKILL]") {
chatType = 7;
continue;
}
if (chatType != 3) {
lineBuffer[79] = 0;
}
switch (chatType) {
case 0:
g_chatFactory[CHAT_KILLING].push (lineBuffer);
break;
case 1:
g_chatFactory[CHAT_BOMBPLANT].push (lineBuffer);
break;
case 2:
g_chatFactory[CHAT_DEAD].push (lineBuffer);
break;
case 3:
if (strstr (lineBuffer, "@KEY") != nullptr) {
if (!replies.keywords.empty () && !replies.replies.empty ()) {
g_replyFactory.push (cr::forward <KeywordFactory> (replies));
replies.replies.clear ();
}
replies.keywords.clear ();
replies.keywords = String (&lineBuffer[4]).split (",");
for (auto &keywords : replies.keywords) {
keywords.trim ().trim ("\"");
}
}
else if (!replies.keywords.empty ()) {
replies.replies.push (lineBuffer);
}
break;
case 4:
g_chatFactory[CHAT_NOKW].push (lineBuffer);
break;
case 5:
g_chatFactory[CHAT_TEAMATTACK].push (lineBuffer);
break;
case 6:
g_chatFactory[CHAT_WELCOME].push (lineBuffer);
break;
case 7:
g_chatFactory[CHAT_TEAMKILL].push (lineBuffer);
break;
}
}
fp.close ();
}
else {
extern ConVar yb_chat;
yb_chat.set (0);
}
// GENERAL DATA INITIALIZATION
if (openConfig ("general.cfg", "General configuration file not found. Loading defaults", &fp)) {
while (fp.gets (lineBuffer, 255)) {
if (isCommentLine (lineBuffer)) {
continue;
}
auto pair = String (lineBuffer).split ("=");
if (pair.length () != 2) {
continue;
}
for (auto &trim : pair) {
trim.trim ();
}
auto splitted = pair[1].split (",");
if (pair[0] == "MapStandard") {
if (splitted.length () != NUM_WEAPONS) {
logEntry (true, LL_FATAL, "%s entry in general config is not valid.", pair[0].chars ());
}
for (int i = 0; i < NUM_WEAPONS; i++) {
g_weaponSelect[i].teamStandard = splitted[i].toInt32 ();
}
}
else if (pair[0] == "MapAS") {
if (splitted.length () != NUM_WEAPONS) {
logEntry (true, LL_FATAL, "%s entry in general config is not valid.", pair[0].chars ());
}
for (int i = 0; i < NUM_WEAPONS; i++) {
g_weaponSelect[i].teamAS = splitted[i].toInt32 ();
}
}
else if (pair[0] == "GrenadePercent") {
if (splitted.length () != 3) {
logEntry (true, LL_FATAL, "%s entry in general config is not valid.", pair[0].chars ());
}
for (int i = 0; i < 3; i++) {
g_grenadeBuyPrecent[i] = splitted[i].toInt32 ();
}
}
else if (pair[0] == "Economics") {
if (splitted.length () != 11) {
logEntry (true, LL_FATAL, "%s entry in general config is not valid.", pair[0].chars ());
}
for (int i = 0; i < 11; i++) {
g_botBuyEconomyTable[i] = splitted[i].toInt32 ();
}
}
else if (pair[0] == "PersonalityNormal") {
if (splitted.length () != NUM_WEAPONS) {
logEntry (true, LL_FATAL, "%s entry in general config is not valid.", pair[0].chars ());
}
for (int i = 0; i < NUM_WEAPONS; i++) {
g_normalWeaponPrefs[i] = splitted[i].toInt32 ();
}
}
else if (pair[0] == "PersonalityRusher") {
if (splitted.length () != NUM_WEAPONS) {
logEntry (true, LL_FATAL, "%s entry in general config is not valid.", pair[0].chars ());
}
for (int i = 0; i < NUM_WEAPONS; i++) {
g_rusherWeaponPrefs[i] = splitted[i].toInt32 ();
}
}
else if (pair[0] == "PersonalityCareful") {
if (splitted.length () != NUM_WEAPONS) {
logEntry (true, LL_FATAL, "%s entry in general config is not valid.", pair[0].chars ());
}
for (int i = 0; i < NUM_WEAPONS; i++) {
g_carefulWeaponPrefs[i] = splitted[i].toInt32 ();
}
}
}
fp.close ();
}
// CHATTER SYSTEM INITIALIZATION
if ((g_gameFlags & GAME_SUPPORT_BOT_VOICE) && yb_communication_type.integer () == 2 && openConfig ("chatter.cfg", "Couldn't open chatter system configuration", &fp)) {
struct EventMap {
const char *str;
int code;
float repeat;
} chatterEventMap[] = {
{ "Radio_CoverMe", RADIO_COVER_ME, MAX_CHATTER_REPEAT },
{ "Radio_YouTakePoint", RADIO_YOU_TAKE_THE_POINT, MAX_CHATTER_REPEAT },
{ "Radio_HoldPosition", RADIO_HOLD_THIS_POSITION, 10.0f },
{ "Radio_RegroupTeam", RADIO_REGROUP_TEAM, 10.0f },
{ "Radio_FollowMe", RADIO_FOLLOW_ME, 15.0f },
{ "Radio_TakingFire", RADIO_TAKING_FIRE, 5.0f },
{ "Radio_GoGoGo", RADIO_GO_GO_GO, MAX_CHATTER_REPEAT },
{ "Radio_Fallback", RADIO_TEAM_FALLBACK, MAX_CHATTER_REPEAT },
{ "Radio_StickTogether", RADIO_STICK_TOGETHER_TEAM, MAX_CHATTER_REPEAT },
{ "Radio_GetInPosition", RADIO_GET_IN_POSITION, MAX_CHATTER_REPEAT },
{ "Radio_StormTheFront", RADIO_STORM_THE_FRONT, MAX_CHATTER_REPEAT },
{ "Radio_ReportTeam", RADIO_REPORT_TEAM, MAX_CHATTER_REPEAT },
{ "Radio_Affirmative", RADIO_AFFIRMATIVE, MAX_CHATTER_REPEAT },
{ "Radio_EnemySpotted", RADIO_ENEMY_SPOTTED, 4.0f },
{ "Radio_NeedBackup", RADIO_NEED_BACKUP, MAX_CHATTER_REPEAT },
{ "Radio_SectorClear", RADIO_SECTOR_CLEAR, 10.0f },
{ "Radio_InPosition", RADIO_IN_POSITION, 10.0f },
{ "Radio_ReportingIn", RADIO_REPORTING_IN, MAX_CHATTER_REPEAT },
{ "Radio_ShesGonnaBlow", RADIO_SHES_GONNA_BLOW, MAX_CHATTER_REPEAT },
{ "Radio_Negative", RADIO_NEGATIVE, MAX_CHATTER_REPEAT },
{ "Radio_EnemyDown", RADIO_ENEMY_DOWN, 10.0f },
{ "Chatter_DiePain", CHATTER_PAIN_DIED, MAX_CHATTER_REPEAT },
{ "Chatter_GoingToPlantBomb", CHATTER_GOING_TO_PLANT_BOMB, 5.0f },
{ "Chatter_GoingToGuardVIPSafety", CHATTER_GOING_TO_GUARD_VIP_SAFETY, MAX_CHATTER_REPEAT },
{ "Chatter_RescuingHostages", CHATTER_RESCUING_HOSTAGES, MAX_CHATTER_REPEAT },
{ "Chatter_TeamKill", CHATTER_TEAM_ATTACK, MAX_CHATTER_REPEAT },
{ "Chatter_GuardingVipSafety", CHATTER_GUARDING_VIP_SAFETY, MAX_CHATTER_REPEAT },
{ "Chatter_PlantingC4", CHATTER_PLANTING_BOMB, 10.0f },
{ "Chatter_InCombat", CHATTER_IN_COMBAT, MAX_CHATTER_REPEAT },
{ "Chatter_SeeksEnemy", CHATTER_SEEK_ENEMY, MAX_CHATTER_REPEAT },
{ "Chatter_Nothing", CHATTER_NOTHING, MAX_CHATTER_REPEAT },
{ "Chatter_EnemyDown", CHATTER_ENEMY_DOWN, 10.0f },
{ "Chatter_UseHostage", CHATTER_USING_HOSTAGES, MAX_CHATTER_REPEAT },
{ "Chatter_WonTheRound", CHATTER_WON_THE_ROUND, MAX_CHATTER_REPEAT },
{ "Chatter_QuicklyWonTheRound", CHATTER_QUICK_WON_ROUND, MAX_CHATTER_REPEAT },
{ "Chatter_NoEnemiesLeft", CHATTER_NO_ENEMIES_LEFT, MAX_CHATTER_REPEAT },
{ "Chatter_FoundBombPlace", CHATTER_FOUND_BOMB_PLACE, 15.0f },
{ "Chatter_WhereIsTheBomb", CHATTER_WHERE_IS_THE_BOMB, MAX_CHATTER_REPEAT },
{ "Chatter_DefendingBombSite", CHATTER_DEFENDING_BOMBSITE, MAX_CHATTER_REPEAT },
{ "Chatter_BarelyDefused", CHATTER_BARELY_DEFUSED, MAX_CHATTER_REPEAT },
{ "Chatter_NiceshotCommander", CHATTER_NICESHOT_COMMANDER, MAX_CHATTER_REPEAT },
{ "Chatter_ReportingIn", CHATTER_REPORTING_IN, 10.0f },
{ "Chatter_SpotTheBomber", CHATTER_SPOT_THE_BOMBER, 4.3f },
{ "Chatter_VIPSpotted", CHATTER_VIP_SPOTTED, 5.3f },
{ "Chatter_FriendlyFire", CHATTER_FRIENDLY_FIRE, 2.1f },
{ "Chatter_GotBlinded", CHATTER_BLINDED, 5.0f },
{ "Chatter_GuardDroppedC4", CHATTER_GUARDING_DROPPED_BOMB, 3.0f },
{ "Chatter_DefusingC4", CHATTER_DEFUSING_BOMB, 3.0f },
{ "Chatter_FoundC4", CHATTER_FOUND_BOMB, 5.5f },
{ "Chatter_ScaredEmotion", CHATTER_SCARED_EMOTE, 6.1f },
{ "Chatter_HeardEnemy", CHATTER_SCARED_EMOTE, 12.8f },
{ "Chatter_SniperWarning", CHATTER_SNIPER_WARNING, 14.3f },
{ "Chatter_SniperKilled", CHATTER_SNIPER_KILLED, 12.1f },
{ "Chatter_OneEnemyLeft", CHATTER_ONE_ENEMY_LEFT, 12.5f },
{ "Chatter_TwoEnemiesLeft", CHATTER_TWO_ENEMIES_LEFT, 12.5f },
{ "Chatter_ThreeEnemiesLeft", CHATTER_THREE_ENEMIES_LEFT, 12.5f },
{ "Chatter_NiceshotPall", CHATTER_NICESHOT_PALL, 2.0f },
{ "Chatter_GoingToGuardHostages", CHATTER_GOING_TO_GUARD_HOSTAGES, 3.0f },
{ "Chatter_GoingToGuardDoppedBomb", CHATTER_GOING_TO_GUARD_DROPPED_BOMB, 6.0f },
{ "Chatter_OnMyWay", CHATTER_ON_MY_WAY, 1.5f },
{ "Chatter_LeadOnSir", CHATTER_LEAD_ON_SIR, 5.0f },
{ "Chatter_Pinned_Down", CHATTER_PINNED_DOWN, 5.0f },
{ "Chatter_GottaFindTheBomb", CHATTER_GOTTA_FIND_BOMB, 3.0f },
{ "Chatter_You_Heard_The_Man", CHATTER_YOU_HEARD_THE_MAN, 3.0f },
{ "Chatter_Lost_The_Commander", CHATTER_LOST_COMMANDER, 4.5f },
{ "Chatter_NewRound", CHATTER_NEW_ROUND, 3.5f },
{ "Chatter_CoverMe", CHATTER_COVER_ME, 3.5f },
{ "Chatter_BehindSmoke", CHATTER_BEHIND_SMOKE, 3.5f },
{ "Chatter_BombSiteSecured", CHATTER_BOMB_SITE_SECURED, 3.5f },
{ "Chatter_GoingToCamp", CHATTER_GOING_TO_CAMP, 25.0f },
{ "Chatter_Camp", CHATTER_CAMP, 25.0f },
};
while (fp.gets (lineBuffer, 511)) {
if (isCommentLine (lineBuffer)) {
continue;
}
if (strncmp (lineBuffer, "RewritePath", 11) == 0) {
extern ConVar yb_chatter_path;
yb_chatter_path.set (String (&lineBuffer[12]).trim ().chars ());
}
else if (strncmp (lineBuffer, "Event", 5) == 0) {
auto items = String (&lineBuffer[6]).split ("=");
if (items.length () != 2) {
logEntry (true, LL_ERROR, "Error in chatter config file syntax... Please correct all errors.");
continue;
}
for (auto &item : items) {
item.trim ();
}
items[1].trim ("(;)");
for (size_t i = 0; i < cr::arrsize (chatterEventMap); i++) {
auto event = &chatterEventMap[i];
if (stricmp (event->str, items[0].chars ()) == 0) {
// this does common work of parsing comma-separated chatter line
auto sounds = items[1].split (",");
for (auto &sound : sounds) {
sound.trim ().trim ("\"");
float duration = engine.getWaveLen (sound.chars ());
if (duration > 0.0f) {
g_chatterFactory[event->code].push ({ sound, event->repeat, duration });
}
}
sounds.clear ();
}
}
}
}
fp.close ();
}
else {
yb_communication_type.set (1);
logEntry (true, LL_DEFAULT, "Chatter Communication disabled.");
}
// LOCALIZER INITITALIZATION
if (!(g_gameFlags & GAME_LEGACY) && openConfig ("lang.cfg", "Specified language not found", &fp, true)) {
if (engine.isDedicated ()) {
return; // dedicated server will use only english translation
}
enum Lang { LANG_ORIGINAL, LANG_TRANSLATED, LANG_UNDEFINED } langState = static_cast <Lang> (LANG_UNDEFINED);
char buffer[MAX_PRINT_BUFFER] = { 0, };
Pair<String, String> lang;
while (fp.gets (lineBuffer, 255)) {
if (isCommentLine (lineBuffer)) {
continue;
}
if (strncmp (lineBuffer, "[ORIGINAL]", 10) == 0) {
langState = LANG_ORIGINAL;
if (buffer[0] != 0) {
lang.second = buffer;
lang.second.trim ();
buffer[0] = 0;
}
if (!lang.second.empty () && !lang.first.empty ()) {
engine.addTranslation (lang.first, lang.second);
}
}
else if (strncmp (lineBuffer, "[TRANSLATED]", 12) == 0) {
lang.first = buffer;
lang.first.trim ();
langState = LANG_TRANSLATED;
buffer[0] = 0;
}
else {
switch (langState) {
case LANG_ORIGINAL:
strncat (buffer, lineBuffer, MAX_PRINT_BUFFER - 1 - strlen (buffer));
break;
case LANG_TRANSLATED:
strncat (buffer, lineBuffer, MAX_PRINT_BUFFER - 1 - strlen (buffer));
break;
case LANG_UNDEFINED:
break;
}
}
}
fp.close ();
}
else if (g_gameFlags & GAME_LEGACY) {
logEntry (true, LL_DEFAULT, "Multilingual system disabled, due to your Counter-Strike Version!");
}
else if (strcmp (yb_language.str (), "en") != 0) {
logEntry (true, LL_ERROR, "Couldn't load language configuration");
}
// set personality weapon pointers here
g_weaponPrefs[PERSONALITY_NORMAL] = reinterpret_cast <int *> (&g_normalWeaponPrefs);
g_weaponPrefs[PERSONALITY_RUSHER] = reinterpret_cast <int *> (&g_rusherWeaponPrefs);
g_weaponPrefs[PERSONALITY_CAREFUL] = reinterpret_cast <int *> (&g_carefulWeaponPrefs);
g_timePerSecondUpdate = 0.0f;
}
void GameDLLInit (void) {
// this function is a one-time call, and appears to be the second function called in the
// DLL after GiveFntprsToDll() has been called. Its purpose is to tell the MOD DLL to
// initialize the game before the engine actually hooks into it with its video frames and
// clients connecting. Note that it is a different step than the *server* initialization.
// This one is called once, and only once, when the game process boots up before the first
// server is enabled. Here is a good place to do our own game session initialization, and
// to register by the engine side the server commands we need to administrate our bots.
auto commandHandler = [](void) {
if (handleBotCommands (g_hostEntity, isEmptyStr (g_engfuncs.pfnCmd_Argv (1)) ? "help" : g_engfuncs.pfnCmd_Argv (1), g_engfuncs.pfnCmd_Argv (2), g_engfuncs.pfnCmd_Argv (3), g_engfuncs.pfnCmd_Argv (4), g_engfuncs.pfnCmd_Argv (5), g_engfuncs.pfnCmd_Argv (6), g_engfuncs.pfnCmd_Argv (0)) == 0) {
engine.print ("Unknown command: %s", g_engfuncs.pfnCmd_Argv (1));
}
};
// register server command(s)
engine.registerCmd ("yapb", commandHandler);
engine.registerCmd ("yb", commandHandler);
// set correct version string
yb_version.set (format ("%d.%d.%d", PRODUCT_VERSION_DWORD_INTERNAL, buildNumber ()));
// execute main config
execBotConfigs (true);
// register fake metamod command handler if we not! under mm
if (!(g_gameFlags & GAME_METAMOD)) {
engine.registerCmd ("meta", [](void) { engine.print ("You're launched standalone version of yapb. Metamod is not installed or not enabled!"); });
}
// elite price is 1000$ on older versions of cs...
if (g_gameFlags & GAME_LEGACY) {
for (int i = 0; i < NUM_WEAPONS; i++) {
auto &weapon = g_weaponSelect[i];
if (weapon.id == WEAPON_ELITE) {
weapon.price = 1000;
break;
}
}
}
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_IGNORED);
}
g_functionTable.pfnGameInit ();
}
void Touch (edict_t *pentTouched, edict_t *pentOther) {
// this function is called when two entities' bounding boxes enter in collision. For example,
// when a player walks upon a gun, the player entity bounding box collides to the gun entity
// bounding box, and the result is that this function is called. It is used by the game for
// taking the appropriate action when such an event occurs (in our example, the player who
// is walking upon the gun will "pick it up"). Entities that "touch" others are usually
// entities having a velocity, as it is assumed that static entities (entities that don't
// move) will never touch anything. Hence, in our example, the pentTouched will be the gun
// (static entity), whereas the pentOther will be the player (as it is the one moving). When
// the two entities both have velocities, for example two players colliding, this function
// is called twice, once for each entity moving.
if (!engine.isNullEntity (pentTouched) && (pentTouched->v.flags & FL_FAKECLIENT) && pentOther != engine.getStartEntity ()) {
Bot *bot = bots.getBot (pentTouched);
if (bot != nullptr && pentOther != bot->ent ()) {
if (isPlayer (pentOther) && isAlive (pentOther)) {
bot->avoidIncomingPlayers (pentOther);
}
else {
bot->processBreakables (pentOther);
}
}
}
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_IGNORED);
}
g_functionTable.pfnTouch (pentTouched, pentOther);
}
int Spawn (edict_t *ent) {
// this function asks the game DLL to spawn (i.e, give a physical existence in the virtual
// world, in other words to 'display') the entity pointed to by ent in the game. The
// Spawn() function is one of the functions any entity is supposed to have in the game DLL,
// and any MOD is supposed to implement one for each of its entities.
engine.precache ();
if (g_gameFlags & GAME_METAMOD) {
RETURN_META_VALUE (MRES_IGNORED, 0);
}
int result = g_functionTable.pfnSpawn (ent); // get result
if (ent->v.rendermode == kRenderTransTexture) {
ent->v.flags &= ~FL_WORLDBRUSH; // clear the FL_WORLDBRUSH flag out of transparent ents
}
return result;
}
void UpdateClientData (const struct edict_s *ent, int sendweapons, struct clientdata_s *cd) {
extern ConVar yb_latency_display;
if ((g_gameFlags & GAME_SUPPORT_SVC_PINGS) && yb_latency_display.integer () == 2) {
bots.sendPingOffsets (const_cast <edict_t *> (ent));
}
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_IGNORED);
}
g_functionTable.pfnUpdateClientData (ent, sendweapons, cd);
}
int ClientConnect (edict_t *ent, const char *name, const char *addr, char rejectReason[128]) {
// this function is called in order to tell the MOD DLL that a client attempts to connect the
// game. The entity pointer of this client is ent, the name under which he connects is
// pointed to by the pszName pointer, and its IP address string is pointed by the pszAddress
// one. Note that this does not mean this client will actually join the game ; he could as
// well be refused connection by the server later, because of latency timeout, unavailable
// game resources, or whatever reason. In which case the reason why the game DLL (read well,
// the game DLL, *NOT* the engine) refuses this player to connect will be printed in the
// rejectReason string in all letters. Understand that a client connecting process is done
// in three steps. First, the client requests a connection from the server. This is engine
// internals. When there are already too many players, the engine will refuse this client to
// connect, and the game DLL won't even notice. Second, if the engine sees no problem, the
// game DLL is asked. This is where we are. Once the game DLL acknowledges the connection,
// the client downloads the resources it needs and synchronizes its local engine with the one
// of the server. And then, the third step, which comes *AFTER* ClientConnect (), is when the
// client officially enters the game, through the ClientPutInServer () function, later below.
// Here we hook this function in order to keep track of the listen server client entity,
// because a listen server client always connects with a "loopback" address string. Also we
// tell the bot manager to check the bot population, in order to always have one free slot on
// the server for incoming clients.
// check if this client is the listen server client
if (strcmp (addr, "loopback") == 0) {
g_hostEntity = ent; // save the edict of the listen server client...
}
if (g_gameFlags & GAME_METAMOD) {
RETURN_META_VALUE (MRES_IGNORED, 0);
}
return g_functionTable.pfnClientConnect (ent, name, addr, rejectReason);
}
void ClientDisconnect (edict_t *ent) {
// this function is called whenever a client is VOLUNTARILY disconnected from the server,
// either because the client dropped the connection, or because the server dropped him from
// the game (latency timeout). The effect is the freeing of a client slot on the server. Note
// that clients and bots disconnected because of a level change NOT NECESSARILY call this
// function, because in case of a level change, it's a server shutdown, and not a normal
// disconnection. I find that completely stupid, but that's it. Anyway it's time to update
// the bots and players counts, and in case the client disconnecting is a bot, to back its
// brain(s) up to disk. We also try to notice when a listenserver client disconnects, so as
// to reset his entity pointer for safety. There are still a few server frames to go once a
// listen server client disconnects, and we don't want to send him any sort of message then.
int index = engine.indexOfEntity (ent) - 1;
if (index >= 0 && index < MAX_ENGINE_PLAYERS) {
auto bot = bots.getBot (index);
// check if its a bot
if (bot != nullptr && bot->pev == &ent->v) {
bot->showChaterIcon (false);
bots.destroy (index);
}
}
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_IGNORED);
}
g_functionTable.pfnClientDisconnect (ent);
}
void ClientUserInfoChanged (edict_t *ent, char *infobuffer) {
// this function is called when a player changes model, or changes team. Occasionally it
// enforces rules on these changes (for example, some MODs don't want to allow players to
// change their player model). But most commonly, this function is in charge of handling
// team changes, recounting the teams population, etc...
if (engine.isDedicated () && !isFakeClient (ent)) {
const String &key = yb_password_key.str ();
const String &password = yb_password.str ();
if (!key.empty () && !password.empty ()) {
int clientIndex = engine.indexOfEntity (ent) - 1;
if (password == g_engfuncs.pfnInfoKeyValue (infobuffer, key.chars ())) {
g_clients[clientIndex].flags |= CF_ADMIN;
}
else {
g_clients[clientIndex].flags &= ~CF_ADMIN;
}
}
}
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_IGNORED);
}
g_functionTable.pfnClientUserInfoChanged (ent, infobuffer);
}
void ClientCommand (edict_t *ent) {
// this function is called whenever the client whose player entity is ent issues a client
// command. How it works is that clients all have a global string in their client DLL that
// stores the command string; if ever that string is filled with characters, the client DLL
// sends it to the engine as a command to be executed. When the engine has executed that
// command, that string is reset to zero. By the server side, we can access this string
// by asking the engine with the CmdArgv(), CmdArgs() and CmdArgc() functions that work just
// like executable files argument processing work in C (argc gets the number of arguments,
// command included, args returns the whole string, and argv returns the wanted argument
// only). Here is a good place to set up either bot debug commands the listen server client
// could type in his game console, or real new client commands, but we wouldn't want to do
// so as this is just a bot DLL, not a MOD. The purpose is not to add functionality to
// clients. Hence it can lack of commenting a bit, since this code is very subject to change.
const char *command = g_engfuncs.pfnCmd_Argv (0);
const char *arg1 = g_engfuncs.pfnCmd_Argv (1);
static int fillServerTeam = 5;
static bool fillCommand = false;
int issuerPlayerIndex = engine.indexOfEntity (ent) - 1;
if (!engine.isBotCmd () && (ent == g_hostEntity || (g_clients[issuerPlayerIndex].flags & CF_ADMIN))) {
if (stricmp (command, "yapb") == 0 || stricmp (command, "yb") == 0) {
int state = handleBotCommands (ent, isEmptyStr (arg1) ? "help" : arg1, g_engfuncs.pfnCmd_Argv (2), g_engfuncs.pfnCmd_Argv (3), g_engfuncs.pfnCmd_Argv (4), g_engfuncs.pfnCmd_Argv (5), g_engfuncs.pfnCmd_Argv (6), g_engfuncs.pfnCmd_Argv (0));
switch (state) {
case 0:
engine.clientPrint (ent, "Unknown command: %s", arg1);
break;
case 2:
engine.clientPrint (ent, "Command \"%s\", can only be executed from server console.", arg1);
break;
}
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_SUPERCEDE);
}
return;
}
else if (stricmp (command, "menuselect") == 0 && !isEmptyStr (arg1) && g_clients[issuerPlayerIndex].menu != BOT_MENU_INVALID) {
Client *client = &g_clients[issuerPlayerIndex];
int selection = atoi (arg1);
if (client->menu == BOT_MENU_WAYPOINT_TYPE) {
showMenu (ent, BOT_MENU_INVALID); // reset menu display
switch (selection) {
case 1:
case 2:
case 3:
case 4:
case 5:
case 6:
case 7:
waypoints.push (selection - 1);
showMenu (ent, BOT_MENU_WAYPOINT_TYPE);
break;
case 8:
waypoints.push (100);
showMenu (ent, BOT_MENU_WAYPOINT_TYPE);
break;
case 9:
waypoints.startLearnJump ();
showMenu (ent, BOT_MENU_WAYPOINT_TYPE);
break;
case 10:
showMenu (ent, BOT_MENU_INVALID);
break;
}
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_SUPERCEDE);
}
return;
}
else if (client->menu == BOT_MENU_WAYPOINT_FLAG) {
showMenu (ent, BOT_MENU_INVALID); // reset menu display
switch (selection) {
case 1:
waypoints.toggleFlags (FLAG_NOHOSTAGE);
showMenu (ent, BOT_MENU_WAYPOINT_FLAG);
break;
case 2:
waypoints.toggleFlags (FLAG_TF_ONLY);
showMenu (ent, BOT_MENU_WAYPOINT_FLAG);
break;
case 3:
waypoints.toggleFlags (FLAG_CF_ONLY);
showMenu (ent, BOT_MENU_WAYPOINT_FLAG);
break;
case 4:
waypoints.toggleFlags (FLAG_LIFT);
showMenu (ent, BOT_MENU_WAYPOINT_FLAG);
break;
case 5:
waypoints.toggleFlags (FLAG_SNIPER);
showMenu (ent, BOT_MENU_WAYPOINT_FLAG);
break;
}
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_SUPERCEDE);
}
return;
}
else if (client->menu == BOT_MENU_WAYPOINT_MAIN_PAGE1) {
showMenu (ent, BOT_MENU_INVALID); // reset menu display
switch (selection) {
case 1:
if (g_waypointOn)
engine.execCmd ("yapb waypoint off");
else
engine.execCmd ("yapb waypoint on");
showMenu (ent, BOT_MENU_WAYPOINT_MAIN_PAGE1);
break;
case 2:
g_waypointOn = true;
waypoints.cachePoint ();
showMenu (ent, BOT_MENU_WAYPOINT_MAIN_PAGE1);
break;
case 3:
g_waypointOn = true;
showMenu (ent, BOT_MENU_WAYPOINT_PATH);
break;
case 4:
g_waypointOn = true;
waypoints.erasePath ();
showMenu (ent, BOT_MENU_WAYPOINT_MAIN_PAGE1);
break;
case 5:
g_waypointOn = true;
showMenu (ent, BOT_MENU_WAYPOINT_TYPE);
break;
case 6:
g_waypointOn = true;
waypoints.erase (INVALID_WAYPOINT_INDEX);
showMenu (ent, BOT_MENU_WAYPOINT_MAIN_PAGE1);
break;
case 7:
g_waypointOn = true;
showMenu (ent, BOT_MENU_WAYPOINT_AUTOPATH);
break;
case 8:
g_waypointOn = true;
showMenu (ent, BOT_MENU_WAYPOINT_RADIUS);
break;
case 9:
showMenu (ent, BOT_MENU_WAYPOINT_MAIN_PAGE2);
break;
case 10:
showMenu (ent, BOT_MENU_INVALID);
break;
}
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_SUPERCEDE);
}
return;
}
else if (client->menu == BOT_MENU_WAYPOINT_MAIN_PAGE2) {
showMenu (ent, BOT_MENU_INVALID); // reset menu display
switch (selection) {
case 1: {
int terrPoints = 0;
int ctPoints = 0;
int goalPoints = 0;
int rescuePoints = 0;
int campPoints = 0;
int sniperPoints = 0;
int noHostagePoints = 0;
for (int i = 0; i < waypoints.length (); i++) {
Path &path = waypoints[i];
if (path.flags & FLAG_TF_ONLY) {
terrPoints++;
}
if (path.flags & FLAG_CF_ONLY) {
ctPoints++;
}
if (path.flags & FLAG_GOAL) {
goalPoints++;
}
if (path.flags & FLAG_RESCUE) {
rescuePoints++;
}
if (path.flags & FLAG_CAMP) {
campPoints++;
}
if (path.flags & FLAG_SNIPER) {
sniperPoints++;
}
if (path.flags & FLAG_NOHOSTAGE) {
noHostagePoints++;
}
}
engine.print ("Waypoints: %d - T Points: %d\n"
"CT Points: %d - Goal Points: %d\n"
"Rescue Points: %d - Camp Points: %d\n"
"Block Hostage Points: %d - Sniper Points: %d\n",
waypoints.length (), terrPoints, ctPoints, goalPoints, rescuePoints, campPoints, noHostagePoints, sniperPoints);
showMenu (ent, BOT_MENU_WAYPOINT_MAIN_PAGE2);
} break;
case 2:
g_waypointOn = true;
g_autoWaypoint &= 1;
g_autoWaypoint ^= 1;
engine.centerPrint ("Auto-Waypoint %s", g_autoWaypoint ? "Enabled" : "Disabled");
showMenu (ent, BOT_MENU_WAYPOINT_MAIN_PAGE2);
break;
case 3:
g_waypointOn = true;
showMenu (ent, BOT_MENU_WAYPOINT_FLAG);
break;
case 4:
if (waypoints.checkNodes ()) {
waypoints.save ();
}
else {
engine.centerPrint ("Waypoint not saved\nThere are errors, see console");
}
showMenu (ent, BOT_MENU_WAYPOINT_MAIN_PAGE2);
break;
case 5:
waypoints.save ();
showMenu (ent, BOT_MENU_WAYPOINT_MAIN_PAGE2);
break;
case 6:
waypoints.load ();
showMenu (ent, BOT_MENU_WAYPOINT_MAIN_PAGE2);
break;
case 7:
if (waypoints.checkNodes ()) {
engine.centerPrint ("Nodes works fine");
}
else {
engine.centerPrint ("There are errors, see console");
}
showMenu (ent, BOT_MENU_WAYPOINT_MAIN_PAGE2);
break;
case 8:
engine.execCmd ("yapb wp on noclip");
showMenu (ent, BOT_MENU_WAYPOINT_MAIN_PAGE2);
break;
case 9:
showMenu (ent, BOT_MENU_WAYPOINT_MAIN_PAGE1);
break;
}
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_SUPERCEDE);
}
return;
}
else if (client->menu == BOT_MENU_WAYPOINT_RADIUS) {
showMenu (ent, BOT_MENU_INVALID); // reset menu display
g_waypointOn = true; // turn waypoints on in case
const int radiusValue[] = {0, 8, 16, 32, 48, 64, 80, 96, 128};
if (selection >= 1 && selection <= 9) {
waypoints.setRadius (radiusValue[selection - 1]);
showMenu (ent, BOT_MENU_WAYPOINT_RADIUS);
}
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_SUPERCEDE);
}
return;
}
else if (client->menu == BOT_MENU_MAIN) {
showMenu (ent, BOT_MENU_INVALID); // reset menu display
switch (selection) {
case 1:
fillCommand = false;
showMenu (ent, BOT_MENU_CONTROL);
break;
case 2:
showMenu (ent, BOT_MENU_FEATURES);
break;
case 3:
fillCommand = true;
showMenu (ent, BOT_MENU_TEAM_SELECT);
break;
case 4:
bots.killAllBots ();
break;
case 10:
showMenu (ent, BOT_MENU_INVALID);
break;
default:
showMenu (ent, BOT_MENU_MAIN);
break;
}
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_SUPERCEDE);
}
return;
}
else if (client->menu == BOT_MENU_CONTROL) {
showMenu (ent, BOT_MENU_INVALID); // reset menu display
switch (selection) {
case 1:
bots.createRandom (true);
showMenu (ent, BOT_MENU_CONTROL);
break;
case 2:
showMenu (ent, BOT_MENU_DIFFICULTY);
break;
case 3:
bots.kickRandom ();
showMenu (ent, BOT_MENU_CONTROL);
break;
case 4:
bots.kickEveryone ();
break;
case 5:
bots.kickBotByMenu (ent, 1);
break;
case 10:
showMenu (ent, BOT_MENU_INVALID);
break;
}
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_SUPERCEDE);
}
return;
}
else if (client->menu == BOT_MENU_FEATURES) {
showMenu (ent, BOT_MENU_INVALID); // reset menu display
switch (selection) {
case 1:
showMenu (ent, BOT_MENU_WEAPON_MODE);
break;
case 2:
showMenu (ent, engine.isDedicated () ? BOT_MENU_FEATURES : BOT_MENU_WAYPOINT_MAIN_PAGE1);
break;
case 3:
showMenu (ent, BOT_MENU_PERSONALITY);
break;
case 4:
extern ConVar yb_debug;
yb_debug.set (yb_debug.integer () ^ 1);
showMenu (ent, BOT_MENU_FEATURES);
break;
case 5:
if (isAlive (ent)) {
showMenu (ent, BOT_MENU_COMMANDS);
}
else {
showMenu (ent, BOT_MENU_INVALID); // reset menu display
engine.centerPrint ("You're dead, and have no access to this menu");
}
break;
case 10:
showMenu (ent, BOT_MENU_INVALID);
break;
}
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_SUPERCEDE);
}
return;
}
else if (client->menu == BOT_MENU_COMMANDS) {
showMenu (ent, BOT_MENU_INVALID); // reset menu display
Bot *bot = nullptr;
switch (selection) {
case 1:
case 2:
if (findNearestPlayer (reinterpret_cast <void **> (&bot), client->ent, 600.0f, true, true, true)) {
if (!bot->m_hasC4 && !bot->hasHostage ()) {
if (selection == 1) {
bot->startDoubleJump (client->ent);
}
else {
bot->resetDoubleJump ();
}
}
}
showMenu (ent, BOT_MENU_COMMANDS);
break;
case 3:
case 4:
if (findNearestPlayer (reinterpret_cast <void **> (&bot), ent, 600.0f, true, true, true, true, selection == 4 ? false : true)) {
bot->dropWeaponForUser (ent, selection == 4 ? false : true);
}
showMenu (ent, BOT_MENU_COMMANDS);
break;
case 10:
showMenu (ent, BOT_MENU_INVALID);
break;
}
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_SUPERCEDE);
}
return;
}
else if (client->menu == BOT_MENU_WAYPOINT_AUTOPATH) {
showMenu (ent, BOT_MENU_INVALID); // reset menu display
const float autoDistanceValue[] = {0.0f, 100.0f, 130.0f, 160.0f, 190.0f, 220.0f, 250.0f};
if (selection >= 1 && selection <= 7) {
g_autoPathDistance = autoDistanceValue[selection - 1];
}
if (g_autoPathDistance == 0.0f) {
engine.centerPrint ("AutoPath disabled");
}
else {
engine.centerPrint ("AutoPath maximum distance set to %.2f", g_autoPathDistance);
}
showMenu (ent, BOT_MENU_WAYPOINT_AUTOPATH);
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_SUPERCEDE);
}
return;
}
else if (client->menu == BOT_MENU_WAYPOINT_PATH) {
showMenu (ent, BOT_MENU_INVALID); // reset menu display
switch (selection) {
case 1:
waypoints.pathCreate (CONNECTION_OUTGOING);
showMenu (ent, BOT_MENU_WAYPOINT_PATH);
break;
case 2:
waypoints.pathCreate (CONNECTION_INCOMING);
showMenu (ent, BOT_MENU_WAYPOINT_PATH);
break;
case 3:
waypoints.pathCreate (CONNECTION_BOTHWAYS);
showMenu (ent, BOT_MENU_WAYPOINT_PATH);
break;
case 10:
showMenu (ent, BOT_MENU_INVALID);
break;
}
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_SUPERCEDE);
}
return;
}
else if (client->menu == BOT_MENU_DIFFICULTY) {
showMenu (ent, BOT_MENU_INVALID); // reset menu display
client->menu = BOT_MENU_PERSONALITY;
switch (selection) {
case 1:
g_storeAddbotVars[0] = 0;
break;
case 2:
g_storeAddbotVars[0] = 1;
break;
case 3:
g_storeAddbotVars[0] = 2;
break;
case 4:
g_storeAddbotVars[0] = 3;
break;
case 5:
g_storeAddbotVars[0] = 4;
break;
case 10:
showMenu (ent, BOT_MENU_INVALID);
break;
}
showMenu (ent, BOT_MENU_PERSONALITY);
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_SUPERCEDE);
}
return;
}
else if (client->menu == BOT_MENU_TEAM_SELECT && fillCommand) {
showMenu (ent, BOT_MENU_INVALID); // reset menu display
if (selection < 3) {
extern ConVar mp_limitteams;
extern ConVar mp_autoteambalance;
// turn off cvars if specified team
mp_limitteams.set (0);
mp_autoteambalance.set (0);
}
switch (selection) {
case 1:
case 2:
case 5:
fillServerTeam = selection;
showMenu (ent, BOT_MENU_DIFFICULTY);
break;
case 10:
showMenu (ent, BOT_MENU_INVALID);
break;
}
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_SUPERCEDE);
}
return;
}
else if (client->menu == BOT_MENU_PERSONALITY && fillCommand) {
showMenu (ent, BOT_MENU_INVALID); // reset menu display
switch (selection) {
case 1:
case 2:
case 3:
case 4:
bots.serverFill (fillServerTeam, selection - 2, g_storeAddbotVars[0]);
showMenu (ent, BOT_MENU_INVALID);
break;
case 10:
showMenu (ent, BOT_MENU_INVALID);
break;
}
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_SUPERCEDE);
}
return;
}
else if (client->menu == BOT_MENU_TEAM_SELECT) {
showMenu (ent, BOT_MENU_INVALID); // reset menu display
switch (selection) {
case 1:
case 2:
case 5:
g_storeAddbotVars[1] = selection;
if (selection == 5) {
g_storeAddbotVars[2] = 5;
bots.addbot ("", g_storeAddbotVars[0], g_storeAddbotVars[3], g_storeAddbotVars[1], g_storeAddbotVars[2], true);
}
else {
if (selection == 1) {
showMenu (ent, BOT_MENU_TERRORIST_SELECT);
}
else {
showMenu (ent, BOT_MENU_CT_SELECT);
}
}
break;
case 10:
showMenu (ent, BOT_MENU_INVALID);
break;
}
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_SUPERCEDE);
}
return;
}
else if (client->menu == BOT_MENU_PERSONALITY) {
showMenu (ent, BOT_MENU_INVALID); // reset menu display
switch (selection) {
case 1:
case 2:
case 3:
case 4:
g_storeAddbotVars[3] = selection - 2;
showMenu (ent, BOT_MENU_TEAM_SELECT);
break;
case 10:
showMenu (ent, BOT_MENU_INVALID);
break;
}
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_SUPERCEDE);
}
return;
}
else if (client->menu == BOT_MENU_TERRORIST_SELECT || client->menu == BOT_MENU_CT_SELECT) {
showMenu (ent, BOT_MENU_INVALID); // reset menu display
switch (selection) {
case 1:
case 2:
case 3:
case 4:
case 5:
g_storeAddbotVars[2] = selection;
bots.addbot ("", g_storeAddbotVars[0], g_storeAddbotVars[3], g_storeAddbotVars[1], g_storeAddbotVars[2], true);
break;
case 10:
showMenu (ent, BOT_MENU_INVALID);
break;
}
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_SUPERCEDE);
}
return;
}
else if (client->menu == BOT_MENU_WEAPON_MODE) {
showMenu (ent, BOT_MENU_INVALID); // reset menu display
switch (selection) {
case 1:
case 2:
case 3:
case 4:
case 5:
case 6:
case 7:
bots.setWeaponMode (selection);
showMenu (ent, BOT_MENU_WEAPON_MODE);
break;
case 10:
showMenu (ent, BOT_MENU_INVALID);
break;
}
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_SUPERCEDE);
}
return;
}
else if (client->menu == BOT_MENU_KICK_PAGE_1) {
showMenu (ent, BOT_MENU_INVALID); // reset menu display
switch (selection) {
case 1:
case 2:
case 3:
case 4:
case 5:
case 6:
case 7:
case 8:
bots.kickBot (selection - 1);
bots.kickBotByMenu (ent, 1);
break;
case 9:
bots.kickBotByMenu (ent, 2);
break;
case 10:
showMenu (ent, BOT_MENU_CONTROL);
break;
}
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_SUPERCEDE);
}
return;
}
else if (client->menu == BOT_MENU_KICK_PAGE_2) {
showMenu (ent, BOT_MENU_INVALID); // reset menu display
switch (selection) {
case 1:
case 2:
case 3:
case 4:
case 5:
case 6:
case 7:
case 8:
bots.kickBot (selection + 8 - 1);
bots.kickBotByMenu (ent, 2);
break;
case 9:
bots.kickBotByMenu (ent, 3);
break;
case 10:
bots.kickBotByMenu (ent, 1);
break;
}
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_SUPERCEDE);
}
return;
}
else if (client->menu == BOT_MENU_KICK_PAGE_3) {
showMenu (ent, BOT_MENU_INVALID); // reset menu display
switch (selection) {
case 1:
case 2:
case 3:
case 4:
case 5:
case 6:
case 7:
case 8:
bots.kickBot (selection + 16 - 1);
bots.kickBotByMenu (ent, 3);
break;
case 9:
bots.kickBotByMenu (ent, 4);
break;
case 10:
bots.kickBotByMenu (ent, 2);
break;
}
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_SUPERCEDE);
}
return;
}
else if (client->menu == BOT_MENU_KICK_PAGE_4) {
showMenu (ent, BOT_MENU_INVALID); // reset menu display
switch (selection) {
case 1:
case 2:
case 3:
case 4:
case 5:
case 6:
case 7:
case 8:
bots.kickBot (selection + 24 - 1);
bots.kickBotByMenu (ent, 4);
break;
case 10:
bots.kickBotByMenu (ent, 3);
break;
}
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_SUPERCEDE);
}
return;
}
}
}
if (!engine.isBotCmd () && (stricmp (command, "say") == 0 || stricmp (command, "say_team") == 0)) {
Bot *bot = nullptr;
if (strcmp (arg1, "dropme") == 0 || strcmp (arg1, "dropc4") == 0) {
if (findNearestPlayer (reinterpret_cast <void **> (&bot), ent, 300.0f, true, true, true)) {
bot->dropWeaponForUser (ent, isEmptyStr (strstr (arg1, "c4")) ? false : true);
}
return;
}
bool alive = isAlive (ent);
int team = -1;
if (strcmp (command, "say_team") == 0) {
team = engine.getTeam (ent);
}
for (int i = 0; i < engine.maxClients (); i++) {
const Client &client = g_clients[i];
if (!(client.flags & CF_USED) || (team != -1 && team != client.team) || alive != isAlive (client.ent)) {
continue;
}
Bot *target = bots.getBot (i);
if (target != nullptr) {
target->m_sayTextBuffer.entityIndex = engine.indexOfEntity (ent);
if (isEmptyStr (g_engfuncs.pfnCmd_Args ())) {
continue;
}
target->m_sayTextBuffer.sayText = g_engfuncs.pfnCmd_Args ();
target->m_sayTextBuffer.timeNextChat = engine.timebase () + target->m_sayTextBuffer.chatDelay;
}
}
}
int clientIndex = engine.indexOfEntity (ent) - 1;
const Client &radioTarget = g_clients[clientIndex];
// check if this player alive, and issue something
if ((radioTarget.flags & CF_ALIVE) && g_radioSelect[clientIndex] != 0 && strncmp (command, "menuselect", 10) == 0) {
int radioCommand = atoi (arg1);
if (radioCommand != 0) {
radioCommand += 10 * (g_radioSelect[clientIndex] - 1);
if (radioCommand != RADIO_AFFIRMATIVE && radioCommand != RADIO_NEGATIVE && radioCommand != RADIO_REPORTING_IN) {
for (int i = 0; i < engine.maxClients (); i++) {
Bot *bot = bots.getBot (i);
// validate bot
if (bot != nullptr && bot->m_team == radioTarget.team && ent != bot->ent () && bot->m_radioOrder == 0) {
bot->m_radioOrder = radioCommand;
bot->m_radioEntity = ent;
}
}
}
g_lastRadioTime[radioTarget.team] = engine.timebase ();
}
g_radioSelect[clientIndex] = 0;
}
else if (strncmp (command, "radio", 5) == 0) {
g_radioSelect[clientIndex] = atoi (&command[5]);
}
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_IGNORED);
}
g_functionTable.pfnClientCommand (ent);
}
void ServerActivate (edict_t *pentEdictList, int edictCount, int clientMax) {
// this function is called when the server has fully loaded and is about to manifest itself
// on the network as such. Since a mapchange is actually a server shutdown followed by a
// restart, this function is also called when a new map is being loaded. Hence it's the
// perfect place for doing initialization stuff for our bots, such as reading the BSP data,
// loading the bot profiles, and drawing the world map (ie, filling the navigation hashtable).
// Once this function has been called, the server can be considered as "running".
cleanupGarbage ();
execBotConfigs (false); // initialize all config files
// do a level initialization
engine.levelInitialize ();
// update worldmodel
illum.resetWorldModel ();
// do level initialization stuff here...
waypoints.init ();
waypoints.load ();
// execute main config
execBotConfigs (true);
if (File::exists (format ("%s/maps/%s_yapb.cfg", engine.getModName (), engine.getMapName ()))) {
engine.execCmd ("exec maps/%s_yapb.cfg", engine.getMapName ());
engine.print ("Executing Map-Specific config file");
}
bots.initQuota ();
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_IGNORED);
}
g_functionTable.pfnServerActivate (pentEdictList, edictCount, clientMax);
waypoints.rebuildVisibility ();
}
void ServerDeactivate (void) {
// this function is called when the server is shutting down. A particular note about map
// changes: changing the map means shutting down the server and starting a new one. Of course
// this process is transparent to the user, but either in single player when the hero reaches
// a new level and in multiplayer when it's time for a map change, be aware that what happens
// is that the server actually shuts down and restarts with a new map. Hence we can use this
// function to free and deinit anything which is map-specific, for example we free the memory
// space we m'allocated for our BSP data, since a new map means new BSP data to interpret. In
// any case, when the new map will be booting, ServerActivate() will be called, so we'll do
// the loading of new bots and the new BSP data parsing there.
// save collected experience on shutdown
waypoints.saveExperience ();
waypoints.saveVisibility ();
// destroy global killer entity
bots.destroyKillerEntity ();
// set state to unprecached
engine.setUnprecached ();
// enable lightstyle animations on level change
illum.enableAnimation (true);
// xash is not kicking fakeclients on changelevel
if (g_gameFlags & GAME_XASH_ENGINE) {
bots.kickEveryone (true, false);
bots.destroy ();
}
cleanupGarbage ();
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_IGNORED);
}
g_functionTable.pfnServerDeactivate ();
}
void StartFrame (void) {
// this function starts a video frame. It is called once per video frame by the engine. If
// you run Half-Life at 90 fps, this function will then be called 90 times per second. By
// placing a hook on it, we have a good place to do things that should be done continuously
// during the game, for example making the bots think (yes, because no Think() function exists
// for the bots by the MOD side, remember). Also here we have control on the bot population,
// for example if a new player joins the server, we should disconnect a bot, and if the
// player population decreases, we should fill the server with other bots.
// run periodic update of bot states
bots.frame ();
// update lightstyle animations
illum.animateLight ();
// record some stats of all players on the server
for (int i = 0; i < engine.maxClients (); i++) {
edict_t *player = engine.entityOfIndex (i + 1);
Client &client = g_clients[i];
if (!engine.isNullEntity (player) && (player->v.flags & FL_CLIENT)) {
client.ent = player;
client.flags |= CF_USED;
if (isAlive (player)) {
client.flags |= CF_ALIVE;
}
else {
client.flags &= ~CF_ALIVE;
}
if (client.flags & CF_ALIVE) {
// keep the clipping mode enabled, or it can be turned off after new round has started
if (g_hostEntity == player && g_editNoclip) {
g_hostEntity->v.movetype = MOVETYPE_NOCLIP;
}
client.origin = player->v.origin;
simulateSoundUpdates (i);
}
}
else {
client.flags &= ~(CF_USED | CF_ALIVE);
client.ent = nullptr;
}
}
if (g_waypointOn && !engine.isDedicated () && !engine.isNullEntity (g_hostEntity)) {
waypoints.frame ();
}
bots.updateDeathMsgState (false);
if (g_timePerSecondUpdate < engine.timebase ()) {
checkWelcome ();
for (int i = 0; i < engine.maxClients (); i++) {
edict_t *player = engine.entityOfIndex (i + 1);
// code below is executed only on dedicated server
if (engine.isDedicated () && !engine.isNullEntity (player) && (player->v.flags & FL_CLIENT) && !(player->v.flags & FL_FAKECLIENT)) {
Client &client = g_clients[i];
if (client.flags & CF_ADMIN) {
if (isEmptyStr (yb_password_key.str ()) && isEmptyStr (yb_password.str ())) {
client.flags &= ~CF_ADMIN;
}
else if (!!strcmp (yb_password.str (), g_engfuncs.pfnInfoKeyValue (g_engfuncs.pfnGetInfoKeyBuffer (client.ent), const_cast <char *> (yb_password_key.str ())))) {
client.flags &= ~CF_ADMIN;
engine.print ("Player %s had lost remote access to yapb.", STRING (player->v.netname));
}
}
else if (!(client.flags & CF_ADMIN) && !isEmptyStr (yb_password_key.str ()) && !isEmptyStr (yb_password.str ())) {
if (strcmp (yb_password.str (), g_engfuncs.pfnInfoKeyValue (g_engfuncs.pfnGetInfoKeyBuffer (client.ent), const_cast <char *> (yb_password_key.str ()))) == 0) {
client.flags |= CF_ADMIN;
engine.print ("Player %s had gained full remote access to yapb.", STRING (player->v.netname));
}
}
}
}
bots.calculatePingOffsets ();
// calculate light levels for all waypoints if needed
waypoints.initLightLevels ();
if (g_gameFlags & (GAME_METAMOD | GAME_REGAMEDLL)) {
static auto dmActive = g_engfuncs.pfnCVarGetPointer ("csdm_active");
static auto freeForAll = g_engfuncs.pfnCVarGetPointer ("mp_freeforall");
// csdm is only with amxx and metamod
if (dmActive) {
if (dmActive->value > 0.0f) {
g_gameFlags |= GAME_CSDM;
}
else if (g_gameFlags & GAME_CSDM) {
g_gameFlags &= ~GAME_CSDM;
}
}
// but this can be provided by regamedll
if (freeForAll) {
if (freeForAll->value > 0.0f) {
g_gameFlags |= GAME_CSDM_FFA;
}
else if (g_gameFlags & GAME_CSDM_FFA) {
g_gameFlags &= ~GAME_CSDM_FFA;
}
}
}
g_timePerSecondUpdate = engine.timebase () + 1.0f;
}
if (bots.getBotCount () > 0) {
// keep track of grenades on map
bots.updateActiveGrenade ();
// keep track of intresting entities
bots.updateIntrestingEntities ();
}
// keep bot number up to date
bots.maintainQuota ();
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_IGNORED);
}
g_functionTable.pfnStartFrame ();
// **** AI EXECUTION STARTS ****
bots.framePeriodic ();
// **** AI EXECUTION FINISH ****
}
void StartFrame_Post (void) {
// this function starts a video frame. It is called once per video frame by the engine. If
// you run Half-Life at 90 fps, this function will then be called 90 times per second. By
// placing a hook on it, we have a good place to do things that should be done continuously
// during the game, for example making the bots think (yes, because no Think() function exists
// for the bots by the MOD side, remember). Post version called only by metamod.
// **** AI EXECUTION STARTS ****
bots.framePeriodic ();
// **** AI EXECUTION FINISH ****
RETURN_META (MRES_IGNORED);
}
int Spawn_Post (edict_t *ent) {
// this function asks the game DLL to spawn (i.e, give a physical existence in the virtual
// world, in other words to 'display') the entity pointed to by ent in the game. The
// Spawn() function is one of the functions any entity is supposed to have in the game DLL,
// and any MOD is supposed to implement one for each of its entities. Post version called
// only by metamod.
// solves the bots unable to see through certain types of glass bug.
if (ent->v.rendermode == kRenderTransTexture) {
ent->v.flags &= ~FL_WORLDBRUSH; // clear the FL_WORLDBRUSH flag out of transparent ents
}
RETURN_META_VALUE (MRES_IGNORED, 0);
}
void ServerActivate_Post (edict_t *, int, int) {
// this function is called when the server has fully loaded and is about to manifest itself
// on the network as such. Since a mapchange is actually a server shutdown followed by a
// restart, this function is also called when a new map is being loaded. Hence it's the
// perfect place for doing initialization stuff for our bots, such as reading the BSP data,
// loading the bot profiles, and drawing the world map (ie, filling the navigation hashtable).
// Once this function has been called, the server can be considered as "running". Post version
// called only by metamod.
waypoints.rebuildVisibility ();
RETURN_META (MRES_IGNORED);
}
void pfnChangeLevel (char *s1, char *s2) {
// the purpose of this function is to ask the engine to shutdown the server and restart a
// new one running the map whose name is s1. It is used ONLY IN SINGLE PLAYER MODE and is
// transparent to the user, because it saves the player state and equipment and restores it
// back in the new level. The "changelevel trigger point" in the old level is linked to the
// new level's spawn point using the s2 string, which is formatted as follows: "trigger_name
// to spawnpoint_name", without spaces (for example, "tr_1atotr_2lm" would tell the engine
// the player has reached the trigger point "tr_1a" and has to spawn in the next level on the
// spawn point named "tr_2lm".
// save collected experience on map change
waypoints.saveExperience ();
waypoints.saveVisibility ();
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_IGNORED);
}
g_engfuncs.pfnChangeLevel (s1, s2);
}
edict_t *pfnFindEntityByString (edict_t *edictStartSearchAfter, const char *field, const char *value) {
// round starts in counter-strike 1.5
if ((g_gameFlags & GAME_LEGACY) && strcmp (value, "info_map_parameters") == 0) {
initRound ();
}
if (g_gameFlags & GAME_METAMOD) {
RETURN_META_VALUE (MRES_IGNORED, 0);
}
return g_engfuncs.pfnFindEntityByString (edictStartSearchAfter, field, value);
}
void pfnEmitSound (edict_t *entity, int channel, const char *sample, float volume, float attenuation, int flags, int pitch) {
// this function tells the engine that the entity pointed to by "entity", is emitting a sound
// which fileName is "sample", at level "channel" (CHAN_VOICE, etc...), with "volume" as
// loudness multiplicator (normal volume VOL_NORM is 1.0), with a pitch of "pitch" (normal
// pitch PITCH_NORM is 100.0), and that this sound has to be attenuated by distance in air
// according to the value of "attenuation" (normal attenuation ATTN_NORM is 0.8 ; ATTN_NONE
// means no attenuation with distance). Optionally flags "fFlags" can be passed, which I don't
// know the heck of the purpose. After we tell the engine to emit the sound, we have to call
// SoundAttachToThreat() to bring the sound to the ears of the bots. Since bots have no client DLL
// to handle this for them, such a job has to be done manually.
attachSoundsToClients (entity, sample, volume);
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_IGNORED);
}
g_engfuncs.pfnEmitSound (entity, channel, sample, volume, attenuation, flags, pitch);
}
void pfnClientCommand (edict_t *ent, char const *format, ...) {
// this function forces the client whose player entity is ent to issue a client command.
// How it works is that clients all have a g_xgv global string in their client DLL that
// stores the command string; if ever that string is filled with characters, the client DLL
// sends it to the engine as a command to be executed. When the engine has executed that
// command, this g_xgv string is reset to zero. Here is somehow a curious implementation of
// ClientCommand: the engine sets the command it wants the client to issue in his g_xgv, then
// the client DLL sends it back to the engine, the engine receives it then executes the
// command therein. Don't ask me why we need all this complicated crap. Anyhow since bots have
// no client DLL, be certain never to call this function upon a bot entity, else it will just
// make the server crash. Since hordes of uncautious, not to say stupid, programmers don't
// even imagine some players on their servers could be bots, this check is performed less than
// sometimes actually by their side, that's why we strongly recommend to check it here too. In
// case it's a bot asking for a client command, we handle it like we do for bot commands
va_list ap;
char buffer[MAX_PRINT_BUFFER];
va_start (ap, format);
_vsnprintf (buffer, cr::bufsize (buffer), format, ap);
va_end (ap);
if (ent && (ent->v.flags & (FL_FAKECLIENT | FL_DORMANT))) {
if (bots.getBot (ent)) {
engine.execBotCmd (ent, buffer);
}
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_SUPERCEDE); // prevent bots to be forced to issue client commands
}
return;
}
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_IGNORED);
}
g_engfuncs.pfnClientCommand (ent, buffer);
}
void pfnMessageBegin (int msgDest, int msgType, const float *origin, edict_t *ed) {
// this function called each time a message is about to sent.
// store the message type in our own variables, since the GET_USER_MSG_ID () will just do a lot of strcmp()'s...
if ((g_gameFlags & GAME_METAMOD) && engine.getMessageId (NETMSG_MONEY) == -1) {
auto setMsgId = [&] (const char *name, NetMsgId id) {
engine.setMessageId (id, GET_USER_MSG_ID (PLID, name, nullptr));
};
setMsgId ("VGUIMenu", NETMSG_VGUI);
setMsgId ("ShowMenu", NETMSG_SHOWMENU);
setMsgId ("WeaponList", NETMSG_WEAPONLIST);
setMsgId ("CurWeapon", NETMSG_CURWEAPON);
setMsgId ("AmmoX", NETMSG_AMMOX);
setMsgId ("AmmoPickup", NETMSG_AMMOPICKUP);
setMsgId ("Damage", NETMSG_DAMAGE);
setMsgId ("Money", NETMSG_MONEY);
setMsgId ("StatusIcon", NETMSG_STATUSICON);
setMsgId ("DeathMsg", NETMSG_DEATH);
setMsgId ("ScreenFade", NETMSG_SCREENFADE);
setMsgId ("HLTV", NETMSG_HLTV);
setMsgId ("TextMsg", NETMSG_TEXTMSG);
setMsgId ("TeamInfo", NETMSG_TEAMINFO);
setMsgId ("BarTime", NETMSG_BARTIME);
setMsgId ("SendAudio", NETMSG_SENDAUDIO);
setMsgId ("SayText", NETMSG_SAYTEXT);
setMsgId ("FlashBat", NETMSG_FLASHBAT);
setMsgId ("Flashlight", NETMSG_FLASHLIGHT);
setMsgId ("NVGToggle", NETMSG_NVGTOGGLE);
setMsgId ("ItemStatus", NETMSG_ITEMSTATUS);
if (g_gameFlags & GAME_SUPPORT_BOT_VOICE) {
engine.setMessageId (NETMSG_BOTVOICE, GET_USER_MSG_ID (PLID, "BotVoice", nullptr));
}
}
engine.resetMessages ();
if ((!(g_gameFlags & GAME_LEGACY) || (g_gameFlags & GAME_XASH_ENGINE)) && msgDest == MSG_SPEC && msgType == engine.getMessageId (NETMSG_HLTV)) {
engine.setCurrentMessageId (NETMSG_HLTV);
}
engine.captureMessage (msgType, NETMSG_WEAPONLIST);
if (!engine.isNullEntity (ed)) {
int index = bots.index (ed);
// is this message for a bot?
if (index != -1 && !(ed->v.flags & FL_DORMANT)) {
engine.setCurrentMessageOwner (index);
// message handling is done in usermsg.cpp
engine.captureMessage (msgType, NETMSG_VGUI);
engine.captureMessage (msgType, NETMSG_CURWEAPON);
engine.captureMessage (msgType, NETMSG_AMMOX);
engine.captureMessage (msgType, NETMSG_AMMOPICKUP);
engine.captureMessage (msgType, NETMSG_DAMAGE);
engine.captureMessage (msgType, NETMSG_MONEY);
engine.captureMessage (msgType, NETMSG_STATUSICON);
engine.captureMessage (msgType, NETMSG_SCREENFADE);
engine.captureMessage (msgType, NETMSG_BARTIME);
engine.captureMessage (msgType, NETMSG_TEXTMSG);
engine.captureMessage (msgType, NETMSG_SHOWMENU);
engine.captureMessage (msgType, NETMSG_FLASHBAT);
engine.captureMessage (msgType, NETMSG_NVGTOGGLE);
engine.captureMessage (msgType, NETMSG_ITEMSTATUS);
}
}
else if (msgDest == MSG_ALL) {
engine.captureMessage (msgType, NETMSG_TEAMINFO);
engine.captureMessage (msgType, NETMSG_DEATH);
engine.captureMessage (msgType, NETMSG_TEXTMSG);
if (msgType == SVC_INTERMISSION) {
for (int i = 0; i < engine.maxClients (); i++) {
Bot *bot = bots.getBot (i);
if (bot != nullptr) {
bot->m_notKilled = false;
}
}
}
}
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_IGNORED);
}
g_engfuncs.pfnMessageBegin (msgDest, msgType, origin, ed);
}
void pfnMessageEnd (void) {
engine.resetMessages ();
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_IGNORED);
}
g_engfuncs.pfnMessageEnd ();
// send latency fix
bots.sendDeathMsgFix ();
}
void pfnMessageEnd_Post (void) {
// send latency fix
bots.sendDeathMsgFix ();
RETURN_META (MRES_IGNORED);
}
void pfnWriteByte (int value) {
// if this message is for a bot, call the client message function...
engine.processMessages ((void *)&value);
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_IGNORED);
}
g_engfuncs.pfnWriteByte (value);
}
void pfnWriteChar (int value) {
// if this message is for a bot, call the client message function...
engine.processMessages ((void *)&value);
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_IGNORED);
}
g_engfuncs.pfnWriteChar (value);
}
void pfnWriteShort (int value) {
// if this message is for a bot, call the client message function...
engine.processMessages ((void *)&value);
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_IGNORED);
}
g_engfuncs.pfnWriteShort (value);
}
void pfnWriteLong (int value) {
// if this message is for a bot, call the client message function...
engine.processMessages ((void *)&value);
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_IGNORED);
}
g_engfuncs.pfnWriteLong (value);
}
void pfnWriteAngle (float value) {
// if this message is for a bot, call the client message function...
engine.processMessages ((void *)&value);
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_IGNORED);
}
g_engfuncs.pfnWriteAngle (value);
}
void pfnWriteCoord (float value) {
// if this message is for a bot, call the client message function...
engine.processMessages ((void *)&value);
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_IGNORED);
}
g_engfuncs.pfnWriteCoord (value);
}
void pfnWriteString (const char *sz) {
// if this message is for a bot, call the client message function...
engine.processMessages ((void *)sz);
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_IGNORED);
}
g_engfuncs.pfnWriteString (sz);
}
void pfnWriteEntity (int value) {
// if this message is for a bot, call the client message function...
engine.processMessages ((void *)&value);
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_IGNORED);
}
g_engfuncs.pfnWriteEntity (value);
}
int pfnCmd_Argc (void) {
// this function returns the number of arguments the current client command string has. Since
// bots have no client DLL and we may want a bot to execute a client command, we had to
// implement a g_xgv string in the bot DLL for holding the bots' commands, and also keep
// track of the argument count. Hence this hook not to let the engine ask an unexistent client
// DLL for a command we are holding here. Of course, real clients commands are still retrieved
// the normal way, by asking the engine.
// is this a bot issuing that client command?
if (engine.isBotCmd ()) {
if (g_gameFlags & GAME_METAMOD) {
RETURN_META_VALUE (MRES_SUPERCEDE, engine.botArgc ());
}
return engine.botArgc (); // if so, then return the argument count we know
}
if (g_gameFlags & GAME_METAMOD) {
RETURN_META_VALUE (MRES_IGNORED, 0);
}
return g_engfuncs.pfnCmd_Argc (); // ask the engine how many arguments there are
}
const char *pfnCmd_Args (void) {
// this function returns a pointer to the whole current client command string. Since bots
// have no client DLL and we may want a bot to execute a client command, we had to implement
// a g_xgv string in the bot DLL for holding the bots' commands, and also keep track of the
// argument count. Hence this hook not to let the engine ask an unexistent client DLL for a
// command we are holding here. Of course, real clients commands are still retrieved the
// normal way, by asking the engine.
// is this a bot issuing that client command?
if (engine.isBotCmd ()) {
if (g_gameFlags & GAME_METAMOD) {
RETURN_META_VALUE (MRES_SUPERCEDE, engine.botArgs ());
}
return engine.botArgs (); // else return the whole bot client command string we know
}
if (g_gameFlags & GAME_METAMOD) {
RETURN_META_VALUE (MRES_IGNORED, nullptr);
}
return g_engfuncs.pfnCmd_Args (); // ask the client command string to the engine
}
const char *pfnCmd_Argv (int argc) {
// this function returns a pointer to a certain argument of the current client command. Since
// bots have no client DLL and we may want a bot to execute a client command, we had to
// implement a g_xgv string in the bot DLL for holding the bots' commands, and also keep
// track of the argument count. Hence this hook not to let the engine ask an unexistent client
// DLL for a command we are holding here. Of course, real clients commands are still retrieved
// the normal way, by asking the engine.
// is this a bot issuing that client command?
if (engine.isBotCmd ()) {
if (g_gameFlags & GAME_METAMOD) {
RETURN_META_VALUE (MRES_SUPERCEDE, engine.botArgv (argc));
}
return engine.botArgv (argc); // if so, then return the wanted argument we know
}
if (g_gameFlags & GAME_METAMOD) {
RETURN_META_VALUE (MRES_IGNORED, nullptr);
}
return g_engfuncs.pfnCmd_Argv (argc); // ask the argument number "argc" to the engine
}
void pfnClientPrintf (edict_t *ent, PRINT_TYPE printType, const char *message) {
// this function prints the text message string pointed to by message by the client side of
// the client entity pointed to by ent, in a manner depending of printType (print_console,
// print_center or print_chat). Be certain never to try to feed a bot with this function,
// as it will crash your server. Why would you, anyway ? bots have no client DLL as far as
// we know, right ? But since stupidity rules this world, we do a preventive check :)
if (isFakeClient (ent)) {
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_SUPERCEDE);
}
return;
}
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_IGNORED);
}
g_engfuncs.pfnClientPrintf (ent, printType, message);
}
void pfnSetClientMaxspeed (const edict_t *ent, float newMaxspeed) {
Bot *bot = bots.getBot (const_cast <edict_t *> (ent));
// check wether it's not a bot
if (bot != nullptr) {
bot->pev->maxspeed = newMaxspeed;
}
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_IGNORED);
}
g_engfuncs.pfnSetClientMaxspeed (ent, newMaxspeed);
}
int pfnRegUserMsg (const char *name, int size) {
// this function registers a "user message" by the engine side. User messages are network
// messages the game DLL asks the engine to send to clients. Since many MODs have completely
// different client features (Counter-Strike has a radar and a timer, for example), network
// messages just can't be the same for every MOD. Hence here the MOD DLL tells the engine,
// "Hey, you have to know that I use a network message whose name is pszName and it is size
// packets long". The engine books it, and returns the ID number under which he recorded that
// custom message. Thus every time the MOD DLL will be wanting to send a message named pszName
// using pfnMessageBegin (), it will know what message ID number to send, and the engine will
// know what to do, only for non-metamod version
if (g_gameFlags & GAME_METAMOD) {
RETURN_META_VALUE (MRES_IGNORED, 0);
}
int message = g_engfuncs.pfnRegUserMsg (name, size);
if (strcmp (name, "VGUIMenu") == 0) {
engine.setMessageId (NETMSG_VGUI, message);
}
else if (strcmp (name, "ShowMenu") == 0) {
engine.setMessageId (NETMSG_SHOWMENU, message);
}
else if (strcmp (name, "WeaponList") == 0) {
engine.setMessageId (NETMSG_WEAPONLIST, message);
}
else if (strcmp (name, "CurWeapon") == 0) {
engine.setMessageId (NETMSG_CURWEAPON, message);
}
else if (strcmp (name, "AmmoX") == 0) {
engine.setMessageId (NETMSG_AMMOX, message);
}
else if (strcmp (name, "AmmoPickup") == 0) {
engine.setMessageId (NETMSG_AMMOPICKUP, message);
}
else if (strcmp (name, "Damage") == 0) {
engine.setMessageId (NETMSG_DAMAGE, message);
}
else if (strcmp (name, "Money") == 0) {
engine.setMessageId (NETMSG_MONEY, message);
}
else if (strcmp (name, "StatusIcon") == 0) {
engine.setMessageId (NETMSG_STATUSICON, message);
}
else if (strcmp (name, "DeathMsg") == 0) {
engine.setMessageId (NETMSG_DEATH, message);
}
else if (strcmp (name, "ScreenFade") == 0) {
engine.setMessageId (NETMSG_SCREENFADE, message);
}
else if (strcmp (name, "HLTV") == 0) {
engine.setMessageId (NETMSG_HLTV, message);
}
else if (strcmp (name, "TextMsg") == 0) {
engine.setMessageId (NETMSG_TEXTMSG, message);
}
else if (strcmp (name, "TeamInfo") == 0) {
engine.setMessageId (NETMSG_TEAMINFO, message);
}
else if (strcmp (name, "BarTime") == 0) {
engine.setMessageId (NETMSG_BARTIME, message);
}
else if (strcmp (name, "SendAudio") == 0) {
engine.setMessageId (NETMSG_SENDAUDIO, message);
}
else if (strcmp (name, "SayText") == 0) {
engine.setMessageId (NETMSG_SAYTEXT, message);
}
else if (strcmp (name, "BotVoice") == 0) {
engine.setMessageId (NETMSG_BOTVOICE, message);
}
else if (strcmp (name, "NVGToggle") == 0) {
engine.setMessageId (NETMSG_NVGTOGGLE, message);
}
else if (strcmp (name, "FlashBat") == 0) {
engine.setMessageId (NETMSG_FLASHBAT, message);
}
else if (strcmp (name, "Flashlight") == 0) {
engine.setMessageId (NETMSG_FLASHLIGHT, message);
}
else if (strcmp (name, "ItemStatus") == 0) {
engine.setMessageId (NETMSG_ITEMSTATUS, message);
}
return message;
}
void pfnAlertMessage (ALERT_TYPE alertType, char *format, ...) {
va_list ap;
char buffer[MAX_PRINT_BUFFER];
va_start (ap, format);
vsnprintf (buffer, cr::bufsize (buffer), format, ap);
va_end (ap);
if ((g_mapFlags & MAP_DE) && g_bombPlanted && strstr (buffer, "_Defuse_") != nullptr) {
// notify all terrorists that CT is starting bomb defusing
for (int i = 0; i < engine.maxClients (); i++) {
Bot *bot = bots.getBot (i);
if (bot != nullptr && bot->m_team == TEAM_TERRORIST && bot->m_notKilled) {
bot->clearSearchNodes ();
bot->m_position = waypoints.getBombPos ();
bot->startTask (TASK_MOVETOPOSITION, TASKPRI_MOVETOPOSITION, INVALID_WAYPOINT_INDEX, 0.0f, true);
}
}
}
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_IGNORED);
}
g_engfuncs.pfnAlertMessage (alertType, buffer);
}
typedef void (*entity_func_t) (entvars_t *);
gamedll_funcs_t gameDLLFunc;
SHARED_LIBRARAY_EXPORT int GetEntityAPI2 (gamefuncs_t *functionTable, int *) {
// this function is called right after GiveFnptrsToDll() by the engine in the game DLL (or
// what it BELIEVES to be the game DLL), in order to copy the list of MOD functions that can
// be called by the engine, into a memory block pointed to by the functionTable pointer
// that is passed into this function (explanation comes straight from botman). This allows
// the Half-Life engine to call these MOD DLL functions when it needs to spawn an entity,
// connect or disconnect a player, call Think() functions, Touch() functions, or Use()
// functions, etc. The bot DLL passes its OWN list of these functions back to the Half-Life
// engine, and then calls the MOD DLL's version of GetEntityAPI to get the REAL gamedll
// functions this time (to use in the bot code).
memset (functionTable, 0, sizeof (gamefuncs_t));
if (!(g_gameFlags & GAME_METAMOD)) {
auto api_GetEntityAPI = g_gameLib->resolve <int (*) (gamefuncs_t *, int)> ("GetEntityAPI");
// pass other DLLs engine callbacks to function table...
if (api_GetEntityAPI (&g_functionTable, INTERFACE_VERSION) == 0) {
logEntry (true, LL_FATAL, "GetEntityAPI2: ERROR - Not Initialized.");
return FALSE; // error initializing function table!!!
}
gameDLLFunc.dllapi_table = &g_functionTable;
gpGamedllFuncs = &gameDLLFunc;
memcpy (functionTable, &g_functionTable, sizeof (gamefuncs_t));
}
functionTable->pfnGameInit = GameDLLInit;
functionTable->pfnSpawn = Spawn;
functionTable->pfnTouch = Touch;
functionTable->pfnClientConnect = ClientConnect;
functionTable->pfnClientDisconnect = ClientDisconnect;
functionTable->pfnClientUserInfoChanged = ClientUserInfoChanged;
functionTable->pfnClientCommand = ClientCommand;
functionTable->pfnServerActivate = ServerActivate;
functionTable->pfnServerDeactivate = ServerDeactivate;
functionTable->pfnStartFrame = StartFrame;
functionTable->pfnUpdateClientData = UpdateClientData;
functionTable->pfnPM_Move = [] (playermove_t *playerMove, int server) {
// this is the player movement code clients run to predict things when the server can't update
// them often enough (or doesn't want to). The server runs exactly the same function for
// moving players. There is normally no distinction between them, else client-side prediction
// wouldn't work properly (and it doesn't work that well, already...)
illum.setWorldModel (playerMove->physents[0u].model);
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_IGNORED);
}
g_functionTable.pfnPM_Move (playerMove, server);
};
return TRUE;
}
SHARED_LIBRARAY_EXPORT int GetEntityAPI2_Post (gamefuncs_t *functionTable, int *) {
// this function is called right after FuncPointers_t() by the engine in the game DLL (or
// what it BELIEVES to be the game DLL), in order to copy the list of MOD functions that can
// be called by the engine, into a memory block pointed to by the functionTable pointer
// that is passed into this function (explanation comes straight from botman). This allows
// the Half-Life engine to call these MOD DLL functions when it needs to spawn an entity,
// connect or disconnect a player, call Think() functions, Touch() functions, or Use()
// functions, etc. The bot DLL passes its OWN list of these functions back to the Half-Life
// engine, and then calls the MOD DLL's version of GetEntityAPI to get the REAL gamedll
// functions this time (to use in the bot code). Post version, called only by metamod.
memset (functionTable, 0, sizeof (gamefuncs_t));
functionTable->pfnSpawn = Spawn_Post;
functionTable->pfnStartFrame = StartFrame_Post;
functionTable->pfnServerActivate = ServerActivate_Post;
return TRUE;
}
SHARED_LIBRARAY_EXPORT int GetNewDLLFunctions (newgamefuncs_t *functionTable, int *interfaceVersion) {
// it appears that an extra function table has been added in the engine to gamedll interface
// since the date where the first enginefuncs table standard was frozen. These ones are
// facultative and we don't hook them, but since some MODs might be featuring it, we have to
// pass them too, else the DLL interfacing wouldn't be complete and the game possibly wouldn't
// run properly.
auto api_GetNewDLLFunctions = g_gameLib->resolve <int (*) (newgamefuncs_t *, int *)> ("GetNewDLLFunctions");
if (api_GetNewDLLFunctions == nullptr) {
return FALSE;
}
if (!api_GetNewDLLFunctions (functionTable, interfaceVersion)) {
logEntry (true, LL_ERROR, "GetNewDLLFunctions: ERROR - Not Initialized.");
return FALSE;
}
gameDLLFunc.newapi_table = functionTable;
return TRUE;
}
SHARED_LIBRARAY_EXPORT int GetEngineFunctions (enginefuncs_t *functionTable, int *) {
if (g_gameFlags & GAME_METAMOD) {
memset (functionTable, 0, sizeof (enginefuncs_t));
}
functionTable->pfnChangeLevel = pfnChangeLevel;
functionTable->pfnFindEntityByString = pfnFindEntityByString;
functionTable->pfnEmitSound = pfnEmitSound;
functionTable->pfnClientCommand = pfnClientCommand;
functionTable->pfnMessageBegin = pfnMessageBegin;
functionTable->pfnMessageEnd = pfnMessageEnd;
functionTable->pfnWriteByte = pfnWriteByte;
functionTable->pfnWriteChar = pfnWriteChar;
functionTable->pfnWriteShort = pfnWriteShort;
functionTable->pfnWriteLong = pfnWriteLong;
functionTable->pfnWriteAngle = pfnWriteAngle;
functionTable->pfnWriteCoord = pfnWriteCoord;
functionTable->pfnWriteString = pfnWriteString;
functionTable->pfnWriteEntity = pfnWriteEntity;
functionTable->pfnRegUserMsg = pfnRegUserMsg;
functionTable->pfnClientPrintf = pfnClientPrintf;
functionTable->pfnCmd_Args = pfnCmd_Args;
functionTable->pfnCmd_Argv = pfnCmd_Argv;
functionTable->pfnCmd_Argc = pfnCmd_Argc;
functionTable->pfnSetClientMaxspeed = pfnSetClientMaxspeed;
functionTable->pfnAlertMessage = pfnAlertMessage;
return TRUE;
}
SHARED_LIBRARAY_EXPORT int GetEngineFunctions_Post (enginefuncs_t *functionTable, int *) {
memset (functionTable, 0, sizeof (enginefuncs_t));
functionTable->pfnMessageEnd = pfnMessageEnd_Post;
return TRUE;
}
SHARED_LIBRARAY_EXPORT int Server_GetBlendingInterface (int version, void **ppinterface, void *pstudio, float (*rotationmatrix)[3][4], float (*bonetransform)[128][3][4]) {
// this function synchronizes the studio model animation blending interface (i.e, what parts
// of the body move, which bones, which hitboxes and how) between the server and the game DLL.
// some MODs can be using a different hitbox scheme than the standard one.
auto api_GetBlendingInterface = g_gameLib->resolve <int (*) (int, void **, void *, float(*)[3][4], float(*)[128][3][4])> ("Server_GetBlendingInterface");
if (api_GetBlendingInterface == nullptr) {
return FALSE;
}
return api_GetBlendingInterface (version, ppinterface, pstudio, rotationmatrix, bonetransform);
}
SHARED_LIBRARAY_EXPORT int Meta_Query (char *, plugin_info_t **pPlugInfo, mutil_funcs_t *pMetaUtilFuncs) {
// this function is the first function ever called by metamod in the plugin DLL. Its purpose
// is for metamod to retrieve basic information about the plugin, such as its meta-interface
// version, for ensuring compatibility with the current version of the running metamod.
gpMetaUtilFuncs = pMetaUtilFuncs;
*pPlugInfo = &Plugin_info;
return TRUE; // tell metamod this plugin looks safe
}
SHARED_LIBRARAY_EXPORT int Meta_Attach (PLUG_LOADTIME, metamod_funcs_t *functionTable, meta_globals_t *pMGlobals, gamedll_funcs_t *pGamedllFuncs) {
// this function is called when metamod attempts to load the plugin. Since it's the place
// where we can tell if the plugin will be allowed to run or not, we wait until here to make
// our initialization stuff, like registering CVARs and dedicated server commands.
// metamod engine & dllapi function tables
static metamod_funcs_t metamodFunctionTable = {
nullptr, // pfnGetEntityAPI ()
nullptr, // pfnGetEntityAPI_Post ()
GetEntityAPI2, // pfnGetEntityAPI2 ()
GetEntityAPI2_Post, // pfnGetEntityAPI2_Post ()
nullptr, // pfnGetNewDLLFunctions ()
nullptr, // pfnGetNewDLLFunctions_Post ()
GetEngineFunctions, // pfnGetEngineFunctions ()
GetEngineFunctions_Post, // pfnGetEngineFunctions_Post ()
};
// keep track of the pointers to engine function tables metamod gives us
gpMetaGlobals = pMGlobals;
memcpy (functionTable, &metamodFunctionTable, sizeof (metamod_funcs_t));
gpGamedllFuncs = pGamedllFuncs;
return TRUE; // returning true enables metamod to attach this plugin
}
SHARED_LIBRARAY_EXPORT int Meta_Detach (PLUG_LOADTIME, PL_UNLOAD_REASON) {
// this function is called when metamod unloads the plugin. A basic check is made in order
// to prevent unloading the plugin if its processing should not be interrupted.
bots.kickEveryone (true); // kick all bots off this server
cleanupGarbage ();
return TRUE;
}
SHARED_LIBRARAY_EXPORT void Meta_Init (void) {
// this function is called by metamod, before any other interface functions. Purpose of this
// function to give plugin a chance to determine is plugin running under metamod or not.
g_gameFlags |= GAME_METAMOD;
}
Library *loadCSBinary (void) {
const char *modname = engine.getModName ();
if (!modname) {
return nullptr;
}
#if defined(PLATFORM_WIN32)
const char *libs[] = {"mp.dll", "cs.dll"};
#elif defined(PLATFORM_LINUX)
const char *libs[] = {"cs.so", "cs_i386.so"};
#elif defined(PLATFORM_OSX)
const char *libs[] = {"cs.dylib"};
#endif
auto libCheck = [] (Library *lib, const char *modname, const char *dll) {
// try to load gamedll
if (!lib->isValid ()) {
logEntry (true, LL_FATAL | LL_IGNORE, "Unable to load gamedll \"%s\". Exiting... (gamedir: %s)", dll, modname);
return false;
}
auto ent = lib->resolve <entity_func_t> ("trigger_random_unique");
// detect regamedll by addon entity they provide
if (ent != nullptr) {
g_gameFlags |= GAME_REGAMEDLL;
}
return true;
};
// search the libraries inside game dlls directory
for (size_t i = 0; i < cr::arrsize (libs); i++) {
auto *path = format ("%s/dlls/%s", modname, libs[i]);
// if we can't read file, skip it
if (!File::exists (path)) {
continue;
}
// special case, czero is always detected first, as it's has custom directory
if (strcmp (modname, "czero") == 0) {
g_gameFlags |= (GAME_CZERO | GAME_SUPPORT_BOT_VOICE | GAME_SUPPORT_SVC_PINGS);
if (g_gameFlags & GAME_METAMOD) {
return nullptr;
}
auto game = new Library (path);
// verify dll is OK
if (!libCheck (game, modname, libs[i])) {
delete game;
return nullptr;
}
return game;
}
else {
auto game = new Library (path);
// verify dll is OK
if (!libCheck (game, modname, libs[i])) {
delete game;
return nullptr;
}
// detect if we're running modern game
auto entity = game->resolve <entity_func_t> ("weapon_famas");
// detect xash engine
if (g_engfuncs.pfnCVarGetPointer ("build") != nullptr) {
g_gameFlags |= (GAME_LEGACY | GAME_XASH_ENGINE);
if (entity != nullptr) {
g_gameFlags |= GAME_SUPPORT_BOT_VOICE;
}
if (g_gameFlags & GAME_METAMOD) {
delete game;
return nullptr;
}
return game;
}
if (entity != nullptr) {
g_gameFlags |= (GAME_CSTRIKE16 | GAME_SUPPORT_BOT_VOICE | GAME_SUPPORT_SVC_PINGS);
}
else {
g_gameFlags |= GAME_LEGACY;
}
if (g_gameFlags & GAME_METAMOD) {
delete game;
return nullptr;
}
return game;
}
}
return nullptr;
}
DLL_GIVEFNPTRSTODLL GiveFnptrsToDll (enginefuncs_t *functionTable, globalvars_t *pGlobals) {
// this is the very first function that is called in the game DLL by the engine. Its purpose
// is to set the functions interfacing up, by exchanging the functionTable function list
// along with a pointer to the engine's global variables structure pGlobals, with the game
// DLL. We can there decide if we want to load the normal game DLL just behind our bot DLL,
// or any other game DLL that is present, such as Will Day's metamod. Also, since there is
// a known bug on Win32 platforms that prevent hook DLLs (such as our bot DLL) to be used in
// single player games (because they don't export all the stuff they should), we may need to
// build our own array of exported symbols from the actual game DLL in order to use it as
// such if necessary. Nothing really bot-related is done in this function. The actual bot
// initialization stuff will be done later, when we'll be certain to have a multilayer game.
// get the engine functions from the engine...
memcpy (&g_engfuncs, functionTable, sizeof (enginefuncs_t));
g_pGlobals = pGlobals;
// register our cvars
engine.pushRegStackToEngine ();
// ensure we're have all needed directories
{
const char *mod = engine.getModName ();
// create the needed paths
File::pathCreate (const_cast <char *> (format ("%s/addons/yapb/conf/lang", mod)));
File::pathCreate (const_cast <char *> (format ("%s/addons/yapb/data/learned", mod)));
}
// print game detection info
auto printDetectedGame = [] (void) {
String gameVersionStr;
if (g_gameFlags & GAME_LEGACY) {
gameVersionStr.assign ("Legacy");
}
else if (g_gameFlags & GAME_CZERO) {
gameVersionStr.assign ("Condition Zero");
}
else if (g_gameFlags & GAME_CSTRIKE16) {
gameVersionStr.assign ("v1.6");
}
if (g_gameFlags & GAME_XASH_ENGINE) {
gameVersionStr.append (" @ Xash3D Engine");
if (g_gameFlags & GAME_MOBILITY) {
gameVersionStr.append (" Mobile");
}
gameVersionStr.replace ("Legacy", "1.6 Limited");
}
if (g_gameFlags & GAME_SUPPORT_BOT_VOICE) {
gameVersionStr.append (" (BV)");
}
if (g_gameFlags & GAME_REGAMEDLL) {
gameVersionStr.append (" (RE)");
}
if (g_gameFlags & GAME_SUPPORT_SVC_PINGS) {
gameVersionStr.append (" (SVC)");
}
engine.print ("[YAPB] Bot v%s.0.%d Loaded. Game detected as Counter-Strike: %s", PRODUCT_VERSION, buildNumber (), gameVersionStr.chars ());
};
#ifdef PLATFORM_ANDROID
g_gameFlags |= (GAME_XASH_ENGINE | GAME_MOBILITY | GAME_SUPPORT_BOT_VOICE | GAME_REGAMEDLL);
if (g_gameFlags & GAME_METAMOD) {
return; // we should stop the attempt for loading the real gamedll, since metamod handle this for us
}
extern ConVar yb_difficulty;
yb_difficulty.set (2);
#ifdef LOAD_HARDFP
const char *serverDLL = "libserver_hardfp.so";
#else
const char *serverDLL = "libserver.so";
#endif
char gameDLLName[256];
snprintf (gameDLLName, cr::bufsize (gameDLLName), "%s/%s", getenv ("XASH3D_GAMELIBDIR"), serverDLL);
g_gameLib = new Library (gameDLLName);
if (!g_gameLib->isValid ()) {
logEntry (true, LL_FATAL | LL_IGNORE, "Unable to load gamedll \"%s\". Exiting... (gamedir: %s)", gameDLLName, engine.getModName ());
delete g_gameLib;
}
printDetectedGame ();
#else
g_gameLib = loadCSBinary (); {
if (!g_gameLib && !(g_gameFlags & GAME_METAMOD)) {
logEntry (true, LL_FATAL | LL_IGNORE, "Mod that you has started, not supported by this bot (gamedir: %s)", engine.getModName ());
return;
}
printDetectedGame ();
if (g_gameFlags & GAME_METAMOD) {
return;
}
}
#endif
auto api_GiveFnptrsToDll = g_gameLib->resolve <void (STD_CALL *) (enginefuncs_t *, globalvars_t *)> ("GiveFnptrsToDll");
assert (api_GiveFnptrsToDll != nullptr);
GetEngineFunctions (functionTable, nullptr);
// give the engine functions to the other DLL...
api_GiveFnptrsToDll (functionTable, pGlobals);
}
DLL_ENTRYPOINT {
// dynamic library entry point, can be used for uninitialization stuff. NOT for initializing
// anything because if you ever attempt to wander outside the scope of this function on a
// DLL attach, LoadLibrary() will simply fail. And you can't do I/Os here either.
// dynamic library detaching ??
if (DLL_DETACHING) {
cleanupGarbage (); // free everything that's freeable
delete g_gameLib; // if dynamic link library of mod is load, free it
}
DLL_RETENTRY; // the return data type is OS specific too
}
void helper_LinkEntity (entity_func_t &addr, const char *name, entvars_t *pev) {
if (addr == nullptr) {
addr = g_gameLib->resolve <entity_func_t> (name);
}
if (addr == nullptr) {
return;
}
addr (pev);
}
#define LINK_ENTITY(entityName) \
SHARED_LIBRARAY_EXPORT void entityName (entvars_t *pev) { \
static entity_func_t addr; \
helper_LinkEntity (addr, #entityName, pev); \
}
// entities in counter-strike...
LINK_ENTITY (DelayedUse)
LINK_ENTITY (ambient_generic)
LINK_ENTITY (ammo_338magnum)
LINK_ENTITY (ammo_357sig)
LINK_ENTITY (ammo_45acp)
LINK_ENTITY (ammo_50ae)
LINK_ENTITY (ammo_556nato)
LINK_ENTITY (ammo_556natobox)
LINK_ENTITY (ammo_57mm)
LINK_ENTITY (ammo_762nato)
LINK_ENTITY (ammo_9mm)
LINK_ENTITY (ammo_buckshot)
LINK_ENTITY (armoury_entity)
LINK_ENTITY (beam)
LINK_ENTITY (bodyque)
LINK_ENTITY (button_target)
LINK_ENTITY (cycler)
LINK_ENTITY (cycler_prdroid)
LINK_ENTITY (cycler_sprite)
LINK_ENTITY (cycler_weapon)
LINK_ENTITY (cycler_wreckage)
LINK_ENTITY (env_beam)
LINK_ENTITY (env_beverage)
LINK_ENTITY (env_blood)
LINK_ENTITY (env_bombglow)
LINK_ENTITY (env_bubbles)
LINK_ENTITY (env_debris)
LINK_ENTITY (env_explosion)
LINK_ENTITY (env_fade)
LINK_ENTITY (env_funnel)
LINK_ENTITY (env_global)
LINK_ENTITY (env_glow)
LINK_ENTITY (env_laser)
LINK_ENTITY (env_lightning)
LINK_ENTITY (env_message)
LINK_ENTITY (env_rain)
LINK_ENTITY (env_render)
LINK_ENTITY (env_shake)
LINK_ENTITY (env_shooter)
LINK_ENTITY (env_snow)
LINK_ENTITY (env_sound)
LINK_ENTITY (env_spark)
LINK_ENTITY (env_sprite)
LINK_ENTITY (fireanddie)
LINK_ENTITY (func_bomb_target)
LINK_ENTITY (func_breakable)
LINK_ENTITY (func_button)
LINK_ENTITY (func_buyzone)
LINK_ENTITY (func_conveyor)
LINK_ENTITY (func_door)
LINK_ENTITY (func_door_rotating)
LINK_ENTITY (func_escapezone)
LINK_ENTITY (func_friction)
LINK_ENTITY (func_grencatch)
LINK_ENTITY (func_guntarget)
LINK_ENTITY (func_healthcharger)
LINK_ENTITY (func_hostage_rescue)
LINK_ENTITY (func_illusionary)
LINK_ENTITY (func_ladder)
LINK_ENTITY (func_monsterclip)
LINK_ENTITY (func_mortar_field)
LINK_ENTITY (func_pendulum)
LINK_ENTITY (func_plat)
LINK_ENTITY (func_platrot)
LINK_ENTITY (func_pushable)
LINK_ENTITY (func_rain)
LINK_ENTITY (func_recharge)
LINK_ENTITY (func_rot_button)
LINK_ENTITY (func_rotating)
LINK_ENTITY (func_snow)
LINK_ENTITY (func_tank)
LINK_ENTITY (func_tankcontrols)
LINK_ENTITY (func_tanklaser)
LINK_ENTITY (func_tankmortar)
LINK_ENTITY (func_tankrocket)
LINK_ENTITY (func_trackautochange)
LINK_ENTITY (func_trackchange)
LINK_ENTITY (func_tracktrain)
LINK_ENTITY (func_train)
LINK_ENTITY (func_traincontrols)
LINK_ENTITY (func_vehicle)
LINK_ENTITY (func_vehiclecontrols)
LINK_ENTITY (func_vip_safetyzone)
LINK_ENTITY (func_wall)
LINK_ENTITY (func_wall_toggle)
LINK_ENTITY (func_water)
LINK_ENTITY (func_weaponcheck)
LINK_ENTITY (game_counter)
LINK_ENTITY (game_counter_set)
LINK_ENTITY (game_end)
LINK_ENTITY (game_player_equip)
LINK_ENTITY (game_player_hurt)
LINK_ENTITY (game_player_team)
LINK_ENTITY (game_score)
LINK_ENTITY (game_team_master)
LINK_ENTITY (game_team_set)
LINK_ENTITY (game_text)
LINK_ENTITY (game_zone_player)
LINK_ENTITY (gibshooter)
LINK_ENTITY (grenade)
LINK_ENTITY (hostage_entity)
LINK_ENTITY (info_bomb_target)
LINK_ENTITY (info_hostage_rescue)
LINK_ENTITY (info_intermission)
LINK_ENTITY (info_landmark)
LINK_ENTITY (info_map_parameters)
LINK_ENTITY (info_null)
LINK_ENTITY (info_player_deathmatch)
LINK_ENTITY (info_player_start)
LINK_ENTITY (info_target)
LINK_ENTITY (info_teleport_destination)
LINK_ENTITY (info_vip_start)
LINK_ENTITY (infodecal)
LINK_ENTITY (item_airtank)
LINK_ENTITY (item_airbox)
LINK_ENTITY (item_antidote)
LINK_ENTITY (item_assaultsuit)
LINK_ENTITY (item_battery)
LINK_ENTITY (item_healthkit)
LINK_ENTITY (item_kevlar)
LINK_ENTITY (item_longjump)
LINK_ENTITY (item_security)
LINK_ENTITY (item_sodacan)
LINK_ENTITY (item_suit)
LINK_ENTITY (item_thighpack)
LINK_ENTITY (light)
LINK_ENTITY (light_environment)
LINK_ENTITY (light_spot)
LINK_ENTITY (momentary_door)
LINK_ENTITY (momentary_rot_button)
LINK_ENTITY (monster_hevsuit_dead)
LINK_ENTITY (monster_mortar)
LINK_ENTITY (monster_scientist)
LINK_ENTITY (multi_manager)
LINK_ENTITY (multisource)
LINK_ENTITY (path_corner)
LINK_ENTITY (path_track)
LINK_ENTITY (player)
LINK_ENTITY (player_loadsaved)
LINK_ENTITY (player_weaponstrip)
LINK_ENTITY (point_clientcommand)
LINK_ENTITY (point_servercommand)
LINK_ENTITY (soundent)
LINK_ENTITY (spark_shower)
LINK_ENTITY (speaker)
LINK_ENTITY (target_cdaudio)
LINK_ENTITY (test_effect)
LINK_ENTITY (trigger)
LINK_ENTITY (trigger_auto)
LINK_ENTITY (trigger_autosave)
LINK_ENTITY (trigger_camera)
LINK_ENTITY (trigger_cdaudio)
LINK_ENTITY (trigger_changelevel)
LINK_ENTITY (trigger_changetarget)
LINK_ENTITY (trigger_counter)
LINK_ENTITY (trigger_endsection)
LINK_ENTITY (trigger_gravity)
LINK_ENTITY (trigger_hurt)
LINK_ENTITY (trigger_monsterjump)
LINK_ENTITY (trigger_multiple)
LINK_ENTITY (trigger_once)
LINK_ENTITY (trigger_push)
LINK_ENTITY (trigger_random)
LINK_ENTITY (trigger_random_time)
LINK_ENTITY (trigger_random_unique)
LINK_ENTITY (trigger_relay)
LINK_ENTITY (trigger_setorigin)
LINK_ENTITY (trigger_teleport)
LINK_ENTITY (trigger_transition)
LINK_ENTITY (weapon_ak47)
LINK_ENTITY (weapon_aug)
LINK_ENTITY (weapon_awp)
LINK_ENTITY (weapon_c4)
LINK_ENTITY (weapon_deagle)
LINK_ENTITY (weapon_elite)
LINK_ENTITY (weapon_famas)
LINK_ENTITY (weapon_fiveseven)
LINK_ENTITY (weapon_flashbang)
LINK_ENTITY (weapon_g3sg1)
LINK_ENTITY (weapon_galil)
LINK_ENTITY (weapon_glock18)
LINK_ENTITY (weapon_hegrenade)
LINK_ENTITY (weapon_knife)
LINK_ENTITY (weapon_m249)
LINK_ENTITY (weapon_m3)
LINK_ENTITY (weapon_m4a1)
LINK_ENTITY (weapon_mac10)
LINK_ENTITY (weapon_mp5navy)
LINK_ENTITY (weapon_p228)
LINK_ENTITY (weapon_p90)
LINK_ENTITY (weapon_scout)
LINK_ENTITY (weapon_sg550)
LINK_ENTITY (weapon_sg552)
LINK_ENTITY (weapon_shield)
LINK_ENTITY (weapon_shieldgun)
LINK_ENTITY (weapon_smokegrenade)
LINK_ENTITY (weapon_tmp)
LINK_ENTITY (weapon_ump45)
LINK_ENTITY (weapon_usp)
LINK_ENTITY (weapon_xm1014)
LINK_ENTITY (weaponbox)
LINK_ENTITY (world_items)
LINK_ENTITY (worldspawn)