fixing bots
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@6023 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
+73
-92
@@ -1,7 +1,7 @@
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//
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// C++ Implementation: bot
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//
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// Description:
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// Description:
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//
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// Contains code of the base bot class
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//
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@@ -38,14 +38,14 @@ CBot::~CBot()
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void CBot::Spawn()
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{
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// Init all bot variabeles
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spawnplayer(m_pMyEnt);
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// Init all bot variabeles
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spawnplayer(m_pMyEnt);
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m_pMyEnt->targetyaw = m_pMyEnt->targetpitch = 0.0f;
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m_pMyEnt->enemy = NULL;
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m_pMyEnt->maxspeed = 22.0f;
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m_pMyEnt->pBot = this;
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m_pMyEnt->pBot = this;
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m_eCurrentBotState = STATE_NORMAL;
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m_iShootDelay = m_iChangeWeaponDelay = 0;
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m_iCheckEnvDelay = 0;
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@@ -55,7 +55,7 @@ void CBot::Spawn()
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m_iStuckTime = 0;
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m_iStrafeTime = m_iStrafeCheckDelay = 0;
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m_iMoveDir = DIR_NONE;
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m_pPrevEnemy = NULL;
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m_iCombatNavTime = 0;
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m_iSPMoveTime = 0;
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@@ -72,7 +72,7 @@ void CBot::Spawn()
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m_iLookAroundDelay = m_iLookAroundTime = m_iLookAroundUpdateTime = 0;
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m_fLookAroundYaw = 0.0f;
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m_bLookLeft = false;
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m_iLastJumpPad = 0;
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m_pTargetEnt = NULL;
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while(!m_UnreachableEnts.Empty()) delete m_UnreachableEnts.Pop();
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@@ -80,75 +80,56 @@ void CBot::Spawn()
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m_iCheckEntsDelay = 0;
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m_iCheckTriggersDelay = 0;
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m_iLookForWaypointTime = 0;
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m_iAimDelay = 0;
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m_fYawToTurn = m_fPitchToTurn = 0.0f;
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m_vGoal = m_vWaterGoal = g_vecZero;
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ResetWaypointVars();
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}
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void CBot::Think()
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{
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if (intermission)
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return;
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// Bot is dead?
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if (m_pMyEnt->state == CS_DEAD)
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{
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if(lastmillis-m_pMyEnt->respawnoffset<1200)
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{
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m_pMyEnt->move = 0;
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moveplayer(m_pMyEnt, 1, true);
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}
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else if (!m_arena && lastmillis-m_pMyEnt->respawnoffset>5000)
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Spawn();
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SendBotInfo();
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return;
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}
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CheckItemPickup();
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TLinkedList<unreachable_ent_s*>::node_s *p = m_UnreachableEnts.GetFirst(), *tmp;
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while(p)
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{
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if ((lastmillis - p->Entry->time) > 3500)
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{
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tmp = p;
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p = p->next;
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delete tmp->Entry;
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m_UnreachableEnts.DeleteNode(tmp);
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continue;
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}
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p = p->next;
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}
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if (!BotManager.IdleBots())
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{
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MainAI();
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}
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else
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{
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ResetMoveSpeed();
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}
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// Aim to ideal yaw and pitch
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AimToIdeal();
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// Store current location, to see if the bot is stuck
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m_vPrevOrigin = m_pMyEnt->o;
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// Don't check for stuck if the bot doesn't want to move
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if (!m_pMyEnt->move && !m_pMyEnt->strafe)
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m_iStuckCheckDelay = max(m_iStuckCheckDelay, lastmillis+100.0f);
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// Move the bot
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moveplayer(m_pMyEnt, 1, true);
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// Update bot info on all clients
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SendBotInfo();
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if (intermission) return;
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// Bot is dead?
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if (m_pMyEnt->state == CS_DEAD)
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{
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if(lastmillis-m_pMyEnt->respawnoffset<1200)
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{
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m_pMyEnt->move = 0;
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moveplayer(m_pMyEnt, 1, true);
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}
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else if (!m_arena && lastmillis-m_pMyEnt->respawnoffset>5000) Spawn();
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SendBotInfo();
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return;
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}
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CheckItemPickup();
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TLinkedList<unreachable_ent_s*>::node_s *p = m_UnreachableEnts.GetFirst(), *tmp;
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while(p)
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{
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if ((lastmillis - p->Entry->time) > 3500)
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{
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tmp = p;
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p = p->next;
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delete tmp->Entry;
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m_UnreachableEnts.DeleteNode(tmp);
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continue;
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}
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p = p->next;
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}
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if (!BotManager.IdleBots()) { MainAI(); }
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else { ResetMoveSpeed(); }
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// Aim to ideal yaw and pitch
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AimToIdeal();
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// Store current location, to see if the bot is stuck
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m_vPrevOrigin = m_pMyEnt->o;
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// Don't check for stuck if the bot doesn't want to move
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if (!m_pMyEnt->move && !m_pMyEnt->strafe) m_iStuckCheckDelay = max(m_iStuckCheckDelay, lastmillis+100.0f);
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// Move the bot
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moveplayer(m_pMyEnt, 1, true);
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// Update bot info on all clients
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SendBotInfo();
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}
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void CBot::AimToVec(const vec &o)
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@@ -177,7 +158,7 @@ void CBot::AimToIdeal()
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float YDiff = fabs(m_pMyEnt->targetyaw - m_pMyEnt->yaw);
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// How higher the diff, how higher the offsets and aim speed
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if (XOffset)
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{
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if (RandomLong(0, 1))
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@@ -198,7 +179,7 @@ void CBot::AimToIdeal()
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else
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RealYOffset = 0.0f;
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if (XDiff >= 1.0f)
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AimXSpeed = (AimXSpeed * (XDiff / 80.0f)) + (AimXSpeed * 0.25f);
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else
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@@ -211,16 +192,16 @@ void CBot::AimToIdeal()
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m_fPitchToTurn = fabs((m_pMyEnt->targetpitch + RealXOffset) - m_pMyEnt->pitch);
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m_fYawToTurn = fabs((m_pMyEnt->targetyaw + RealYOffset) - m_pMyEnt->yaw);
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float flIdealPitch = ChangeAngle(AimXSpeed, m_pMyEnt->targetpitch + RealXOffset, m_pMyEnt->pitch);
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float flIdealYaw = ChangeAngle(AimYSpeed, m_pMyEnt->targetyaw + RealYOffset, m_pMyEnt->yaw);
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// m_pMyEnt->pitch = WrapXAngle(m_pMyEnt->targetpitch); // Uncomment for instant aiming
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// m_pMyEnt->yaw = WrapYZAngle(m_pMyEnt->targetyaw);
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m_pMyEnt->pitch = WrapXAngle(flIdealPitch);
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m_pMyEnt->yaw = WrapYZAngle(flIdealYaw);
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}
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m_pMyEnt->yaw = WrapYZAngle(flIdealYaw);
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}
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// Function code by Botman
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float CBot::ChangeAngle(float speed, float ideal, float current)
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@@ -230,7 +211,7 @@ float CBot::ChangeAngle(float speed, float ideal, float current)
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// find the difference in the current and ideal angle
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diff = fabs(current - ideal);
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// speed that we can turn during this frame...
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speed = speed * (float(BotManager.m_iFrameTime)/1000.0f);
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@@ -241,7 +222,7 @@ float CBot::ChangeAngle(float speed, float ideal, float current)
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// check if the bot is already facing the idealpitch direction...
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if (diff <= 1.0f)
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return ideal;
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if ((current >= 180) && (ideal >= 180))
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{
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if (current > ideal)
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@@ -261,7 +242,7 @@ float CBot::ChangeAngle(float speed, float ideal, float current)
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else if ((current < 180) && (ideal >= 180))
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{
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current_180 = current + 180;
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if (current_180 > ideal)
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current += speed;
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else
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@@ -276,7 +257,7 @@ float CBot::ChangeAngle(float speed, float ideal, float current)
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}
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return current;
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return current;
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}
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void CBot::SendBotInfo()
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@@ -303,7 +284,7 @@ float CBot::GetDistance(entity *e)
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bool CBot::SelectGun(int Gun)
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{
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if(m_pMyEnt->weaponsel->reloading) return false;
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if(m_pMyEnt->weaponsel->reloading) return false;
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if (m_pMyEnt->gunselect != Gun) audiomgr.playsound(S_GUNCHANGE, m_pMyEnt);
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m_pMyEnt->gunselect = Gun;
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return true;
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@@ -319,21 +300,21 @@ bool CBot::IsVisible(vec o, int Dir, float flDist, bool CheckPlayers, float *pEn
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{
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static vec angles, end, forward, right, up;
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static traceresult_s tr;
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end = o;
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angles = GetViewAngles();
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angles.x = 0;
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if (Dir & UP)
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angles.x = WrapXAngle(angles.x + 45.0f);
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else if (Dir & DOWN)
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angles.x = WrapXAngle(angles.x - 45.0f);
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if ((Dir & FORWARD) || (Dir & BACKWARD))
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{
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if (Dir & BACKWARD)
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angles.y = WrapYZAngle(angles.y + 180.0f);
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if (Dir & LEFT)
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{
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if (Dir & FORWARD)
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@@ -357,17 +338,17 @@ bool CBot::IsVisible(vec o, int Dir, float flDist, bool CheckPlayers, float *pEn
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angles.x = WrapXAngle(angles.x + 90.0f);
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else if (Dir & DOWN)
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angles.x = WrapXAngle(angles.x - 90.0f);
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AnglesToVectors(angles, forward, right, up);
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forward.mul(flDist);
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end.add(forward);
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TraceLine(o, end, m_pMyEnt, CheckPlayers, &tr);
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if (pEndDist)
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*pEndDist = GetDistance(o, tr.end);
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return !tr.collided;
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}
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@@ -386,7 +367,7 @@ void CBot::SetMoveDir(int iMoveDir, bool add)
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m_pMyEnt->strafe = -1;
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else if (!add)
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m_pMyEnt->strafe = 0;
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if (iMoveDir & UP)
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m_pMyEnt->jumpnext = true;
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}
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@@ -419,5 +400,5 @@ void CBot::ResetCurrentTask()
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break;
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}
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}
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// Bot class end
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